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- in-game Context Viewer for figuring thing out and for getting faction, character name
- vscode for xml editor
- a document.html in the game file, you should be able to access it through rpfm it should guide you how the xml structure works
if you just want to do the same thing what this mod does.
just run a diffchecker or what I used is vscode then compare the xml file of this mod with the one from MIXER. You should see only the code from this mod, it shouldn't be too difficult to start from there.
But can I ask how did you go about doing this? Or could you point me in the right direction of learning? I'd like to make a submod that does the same thing for some other mods but I opened this up in rpfm and I'm so lost on what everything means. What tools did you use?
as of now I'll upload a patch mod for you if IEE really need that file
I can see now the campaign section in settings is entirely gone.
look like my mod doesn't even work even with only mixer alone.
I'll look into it when I have the time to re learn all this again.
for the mean time I'll put a sign on the mod name, thanks you for reporting in.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3007996493
it's probably that this mod will be incompatible with any mods that changes
campaign_select_new.twui.xml file
it needs a separated compatibility mod to make them compatible if that were the case
could you link me to the mod?
is that something you can check?