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I've no idea how it works at all in the vanilla game, given what's missing.
There's a decent chance, though, that if you add wh_main_skill_node_all_champion_campaign_02 to your character_skill_nodes_tables , then link Skill 6 to it in character_skill_nodes_links_tables it will work okay.
i've been thinking of compiling all my mods into one since i make mostly small changes. that way for people that subscribe to all my mods - they can just subscribe to the one and not have so many small ones.
i would make it so that each change is separate so that if someone desires one change be out of it, all they would have to do is open the pack with PFM and delete the ones that are labeled for that particular mod
but by linking i mean where yeh need points in the previous skills to unlock a later skill on the same tree. that's a bit tricky so far. i managed to do it but not completely right.
some of the skills tho - i don't think they translate well from like champion to spy or wizard to champion. it's alot of work and i don't quite have the knowledge of every table that needs to be changed especially because it doesn't tell me what's wrong and why stuff isn't working.
currently the Guard skill may be working just without UI effects - i don't have much way of knowing other than playing against chaos with this mod, having them have a champ that has the guard skill and is embedded and then trying to use agent actions against that army.
then compare the success chance to the vanilla game with the same champ in the same army. yah no.
would be so much easier to test in an MP campaign
i tried changing some UI effects to get the guard action to show when embedding and then i got CTDs each time i tried to load the game with the new changes to the mod.
these tables if i mess with them may fix the problem of the watcher skill not showing when embedding a chaos champ.
i'm still not sure why they assassin skill isn't linking
wish there was a way to message non friends. guess i'll just go on their mod pages and plead for help :D