I’m new here and couldn’t find a topic about this:
I want to have one mod changing the stats of the Gigantosaurus by using the ‘Remap NPC’ function to replace the vanilla Gigant_Character_BP with my version, where I changed the Meele Damage, Health and Health/Damage growth stats.
I want to have a second mod that changes the DinoColorSet_ for every Dino wihtout having to use the ‘Remap NPC’ function since (as far as I understand it) this would either overwrite the ‘stat-modified’ version of the Gigant_Character_BP or the version with the new color sets, probably depending on load-order (correct me if I’m wrong).
So, is there a possibility to replace a ‘lowlevel’ blueprint/class like the DinoColorSet_x blueprint without having to Remap the entire ‘highlevel’ blueprint (e.g. by using ‘Remap NPC’ function), so that, as long as the ‘Random Color Sets Male/Female’ entries remain unchanged, every whatsoever modified and added/remapped (as well as the vanilla) version of a x_Character_BP utilises the modified color sets?
So far, in advance, thanks for your replies
(and note that this is just the example I’m currently concerned with, my interest here lies more in the general stackablility of mods modifying different subclasses [edit: assets/components] in the same ‘blueprint structure tree’)