#I guess as a sorts of a continuation on
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Hi @nova patrol So what I did was ...
- Created a new project.
- Open only the workbench. Not world editor.
- Search for the US_InventoryItems.conf
- Right click on it and select "Override in <project name>.
- Edit the .conf to my liking.
- Published the project.
Next thing I did was add the RHS mod as a dependency.
Then opened their entity catalog for USMC, and copied the "Weapons", "Clothing", etc to my .conf file. Then published. This gave me RHS items in a US arsenal. I search for supply cost to filter on, and edit to zero. Also gives me flexibility to delete items or disable them from the arsenal.
In regards to campaign faction...
Override it in your mission, edit to your liking, the drag and drop it in your world scenario. I imagine you could add it to a project like a described above, and then it just add the project as a dependency.
You can override just about anything in world editor, then from there add it to your scenario. That is the power of this whole system. Much better then A3.
Thanks for sharing the approach where to just override the faction specific InventoryItems configs. I did manage to zero supply values for every US item but I achieved that by duplicating the US_Campaign.conf and then having on top of that a modified faction manager which would read the modified faction config instead of the default one. Your approach is a lot more lightweight and makes more sense anyway so I'll be using that as well ๐๐ป