Yes, this is how it works in this game. Individual file > general > global file, when it comes to values. And by ">" i mean priority. If individual file has different values for same thing, then it will take priority. So if value is not present in individual file, then you look for them in general file. If still not there, then you look in global file. Most files in hardware section have BASE file. Like HARDWARE_Bioscan_Base.uasset, aka "general" file for this particular piece of hardware. Usually those host data that applies for all other versions, unless different values are specifically stated in individual files(like HARDWARE_Bioscan_V2.uasset). With items it is 3 layers deep. There is "global" ITEM_Base.uasset, then there is "general" like "AMMO_ITEM_Base.uasset", and there there is individual, like AMMO_MagnesiumTipRound.uasset. I can set MaxStackCount in ITEM_Base.uasset to, lets say, 999, but in AMMO_MagnesiumTipRound.uasset same parameter would be set to 9999. In game it results in all stacks of Magnesium rounds stacking to 9999. It is a very neat system, allowing to set values to all stuff of same type in just few clicks, while preserving option to set values for individual entries as well. i can set MaxStackCount to 999 in ITEM_Base.uasset, but that would influence everything, including weapons. But then i can go to general ITEM_WeaponBase.uasset and set value to 1 and voila, all items BUT weapons stack to 999.
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I'll tell you everything I know and help you 'remove' activation costs, no problem.
The headlamp is influenced by 'HARDWARE_VisionUnit_Base' and, consequentially, also alters the infrared unit but not the tickrate.
So if value is not present in individual file, then you look for them in general file. If still not there, then you look in global file. Most files in hardware section have BASE file. Like HARDWARE_Bioscan_Base.uasset, aka "general" file for this particular piece of hardware. Usually those host data that applies for all other versions, unless different values are specifically stated in individual files(like HARDWARE_Bioscan_V2.uasset).
With items it is 3 layers deep. There is "global" ITEM_Base.uasset, then there is "general" like "AMMO_ITEM_Base.uasset", and there there is individual, like AMMO_MagnesiumTipRound.uasset.
I can set MaxStackCount in ITEM_Base.uasset to, lets say, 999, but in AMMO_MagnesiumTipRound.uasset same parameter would be set to 9999. In game it results in all stacks of Magnesium rounds stacking to 9999.
It is a very neat system, allowing to set values to all stuff of same type in just few clicks, while preserving option to set values for individual entries as well. i can set MaxStackCount to 999 in ITEM_Base.uasset, but that would influence everything, including weapons. But then i can go to general ITEM_WeaponBase.uasset and set value to 1 and voila, all items BUT weapons stack to 999.