If you are NOT editing the gamemode, you do not need to copy & reference it. NOTE: You only need to do the testgamemode step if you are actually editing the gamemode. Next, copy the orange Level file and testgamemode from “Generic Mod” to your mod folder and name them to your mod.
Other than that I do not believe there is any other difference or reason not to use the generic mod version. If you use the one from generic mod you will not have the Parasaur Saddle skin or Dino Glasses in your inventory on spawn. The only reason I do it this way is that the one in the generic mod folder does not contain the “App Item ID’s”.
Next, make a child of the PrimalGameData_BP from the game folder NOT the generic mod folder and place it into your mods folder and give it a name. So first thing you want to do is create a folder under the mods section in the devkit and name it what you want. I will be using the machined pistol and fabricator as examples in this tut. If something is wrong please do let me know. This is how I have done it and not had any issues. So since the tutorial from Wildcard Tutorial: Creating a core-data Mod (Not a Map, just a Mod :) - ARK: Survival Evolved - Unreal Engine Forums is a little outdated and instructs you to use the master item list I have decided to make an updated version of this guide that hopefully illustrates to CORRECT way to do it.