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How did you manage to give the bandages the 'Cure Bleed' tooltip? I can implement the cure bleed myself, but the game doesn't seem to have a default tooltip for it.
It just gives me '<effect_tooltip_cure_bleed>' when I alter it in 'base.effects'.
bandage skill: does not
thank you, this mad no sense
Your title says the Arbalest changes, but your description says both Arbalest and Musketeer change. I want to make sure since the rework changes the Musketeer's skills.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=819597757
Question1: Yeah, for most files it is works (not only those which have "base.*" in their name)
For example "loot.json" in your mod can be used as "some_mod_name.loot.json" with only lines you want to add or modify.
For most cases just try to test it (is work or not), but should work.
Question2: vanila files always load in the begin and then game load files from mods in order which player set in main menu before load his save.
- if you are using file name which is using in vanila (for example "base.effects.darkest") then game will use content your file (and ignore content of original),
- if your file will in same folder, but with other name "arbalest_bandage.effects.darkest" then it content will be added to the file "base.effects.darkest" (and if your mod contain some parameters which exists in "base.effects.darkest", then your values for these parameter will be in priority).
I just have two small question, does it work for any other files other than the effects.darkest ?
And if another effect.darkest file change the same line, should the load order determine which one has priority or will it double the effects ?
Once again, thank you, this is a life saver.
Secondly, here small tip for you:
It doesn't required to copy whole content of "base.effects.darkest" with adding your modifications, you simply can make your own file (for example: "arbalest_bandage.effects.darkest") and put there only your lines of modifications (for effects "Arb Stacking Heal" 1-5).
Game will use your new small file as well.
Benefits:
- if RedHooks will make some future updates and put some changes in "base.effects.darkest" your mod will be always stand-alone,
- will much less chances to get conflicts with other mods.