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Making "just a skin mod" is actually harder than it should be in Sandstorm since you technically have to enable that skin blueprint as a weapon upgrade
...And to enable those weapon upgrade to be used, you have to list them on the theater files and so on and on
Well if you really want to make your own theater I guess copy how a theater replacement mutator work? Eg. FullyLoaded (Where it replaces the default theater w/ override) then make your custom mutator refer to a copied default theater
Then start tweaking that default theater you copied, add new upgrades, make rifleman use advisors' primaries, etc.
DagZede:
Should be the same as the mutator blueprint inside the \Mutators\ folder of your mod file
Divine Lotus: my case was not "Mutator_Divine_Collection_Skins" but "DivineCollection" (Was actually "Divine Collection" ... Use the mutator's display name, inside the Mutator you created.
Note from DagZede:
You can name them however you want really, but yeah custom skins that we make for our own will clash with another custom theaters like ISMC cause they edit the "game's theater" and you can't have two at the same time