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Fixed.
I think a EngramOverride would work just fine, we would just need the engramentry name. :)
Mod config options go in GameUserSettings.ini and those are mod implemented.
And outside of \Mods is all the vanilla assets that can be referenced for spawn commands or overrides etc. Overrides just usually use the asset name as the "class name" suffixed with _C.
For instance if you look in this mod's folder under \Items you will find an asset file called "UMD_Item_DinoUpgrade_Plus_One_Random" so its class as you have in that override is "UMD_Item_DinoUpgrade_Plus_One_Random_C". And then the craft requirements are specified similarly using class names.. if you dig down into vanilla assets I believe somewhere like \PrimalEarth\CoreBlueprints\Resources you will find PrimalItemResource_Hide asset file so its class is PrimalItemResource_Hide_C.
Anyway, way more than you probably wanted but maybe it will help somebody. I used to use this info before I started writing mods, to determine spawns or overrides myself for mods whose authors couldnt be bothered to provide them. :D