

using OutwardModsCommunicator.EventBus;
...
public void PublishEnchantmentDescriptions()
{
var payload = new EventPayload
{
["filePath"] = "filePath/fileName.xml",
};
EventBus.Publish("gymmed.outward_enchantments_viewer_*", "LoadCustomEnchantmentsDescriptionsXml", payload);
}Poltergeist, Thirst.gymmed.outwardenchantmentsviewer to gymmed.outward_enchantments_viewer.BepInEx\config\gymmed.Mods_Communicator\Enchantments_Viewer\PlayersCustomEnchantmentsDescriptions.xmlEnchantmentRecipeItem description. It's fragile but better than creating a map between items and enchantments and testing their compatibility(too many iterations, maybe async in future could be viable). Each determined Equipment type will have "?" to his name.EnchantmentRecipeItem.Redemption, Forbidden Knowledge.per second stat. Enchantments examples:Unexpected Resilience, Rain, Arcane Unison.Abundance.Compass.Damage Bonus text for elemental damage descriptions clarity.Poltergeist show self-repairing properties and modders can add additional text.Introduced new configurable display settings:
ShowDetailedOwnedEnchantments – Enables detailed enchantment descriptions for equipment you own.ShowDetailedUnownedEnchantments – Enables detailed enchantment descriptions for equipment you do not own.Added a counter for each unique enchantment.
Added mappings for weapon enums to more human-readable text.
Added mappings for equipment to more human-readable text.
Poltergeist now shows self-repairing property.json in the name to use xml instead for consistency.itemDetailsDisplay.ShowDescriptionsOnlyForInventory – Allows users to limit enchantment descriptions to items currently in their inventory.BepInEx\config\gymmed.outwardenchantmentsviewer.cfg by modifying the following options:
ShowEnchantmentDescriptionsShowEquipmentEnchantmentsDescriptionsShowAllAvailableEnchantmentsCountForEquipmentShowMissingEnchantmentsForEquipmentcustomEnchantmentsDescriptions.xml.EnchantmentRecipeItem Filter, originally left by the developers, by ensuring each Filter sub-recipe is correctly assigned to prefab.ItemDisplaySection gameObjects would duplicate within the same CharacterUI, occurring when exiting to menu and reloading the game or when closing and reopening split-screen mode.ItemDetailsDisplay scrolling behavior, ensuring proper functionality for both split-screen controller and mouse scroll input.