The game will then use the original "a" from the non-extracted "ses.kfs" file. If you find any issues, which i doubt it if you didn't mod anything else, simply remove the new "a" file from the mods folder and you will be good to go. I have made this change on my own game file and had no issues whatsoever. Congratulations, your Healing spell now works like Dispel did in previous King's Bounty games and will remove most ailments from afflicted unit. Local tab_spells = Īfterwards, save the newly edited "a" file and copy it.Ĭ:\Program Files (x86)\Steam\steamapps\common\Darkside\sessions\locationsĪnd create a folder named "mods" if you don't have it already and simply paste the edited "a" file within that folder. Next, find the line for ailments (plague and bleed) within the Healing spell parameters and just simply add the missing ailments to it, for example: The spell you want will be named Healing. Afterwards, look for a file within the newly extrated "ses" folder named "a" and edit it with notepad or notepad++ for better visibility. The file will be extracted like a common zip/rar file with a lot of small files. Then right click on the original "ses.kfs" file and use "open with" with Win.rar or win.zip. Copy that file to some folder for safe keeping 1st, so that if anything happens you can revert any situation that might happen. There will be a file named "ses.kfs" if you have the file extensions visible. I tried to do this with Dispel but could only make it remove poison at most, i simply lack the programming skills to do this well.Ĭ:\Program Files (x86)\Steam\steamapps\common\Darkside\sessions I know that its been ages since anyone commented on this thread but for those that are googling the same situation and want a solution for this problem, do this then, if you want the Heal spell work like Dispel worked in previous King's Bounty games by removing most ailments from target afflicted unit.
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