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Edit: I guess I was just too tired. Worked fine
To my understanding once you have the files extracted from the pak you go into your steam folder for this particular app, put Public/modnameID/Stats/Generated/Data
And this is the path the modified Skill_Summon.txt needs to go?
ModnameID being the folder that specifies the specific mod under the public folder in the extracted files.
Thanks for the help. Is it possible to make them be controlled by AI in combat also?
One way of doing it is applying a status that has "LoseControl" set to "Yes", much like Taunted/Charm. Typically you'd do that through scripting.
-1 works for the SkillProperties/ExtraProperties summoning action (Summon,blah,blah) and makes the summon actually permanent (like -1 for status turns makes it permanent), while -1 doesn't work for Summon skills, so they need a large number to basically make them permanent.
Summon Skill: Use a large number for lifetime.
SkillProperties/ExtraProperties Summon action: Use -1 for the turns parameter.
It didn't work, I get zero effect. My patch is at the end of the load order and I've extracted the .pak to ensure that the .txt is present at least once. I originally uploaded it with a Skill_Summon.txt, didn't get anywhere, so I changed the .txt filename and it still doesn't change the timer on it.
I'm pretty confused. Any advice?