#11
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#12
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Yup, you guys are right: it's much easier just to edit the spells, which is what I ultimately ended up doing. Also, if you want special skills like the Inquisitor's Resurrection or the Paladin's Second Wind to work on races they normally don't you can edit those in the .atom files of the unit they belong too. Very cool stuff.
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#13
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#14
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You got it. All you have to do is put the edited file (you don't even have to rezip it) into the \data\mods folder and it will override the original in ses.kfs or data.kfs or wherever. So for me I ended up with a bunch of .atom files plus some other .txt files in my mods folder and the game uses them instead of the ones that are still zipped in ses.kfs or data.kfs. Highly convenient that it works this way because if you want to go back to the original game you can just move stuff out of the mods folder.
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#15
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#16
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Ah, because you're talking about evilin spell, I don't really understand how it works.
Could you explain me precisely? |
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