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modding wizard specialists...??

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So I'm play-testing some wizard abilities, and I fire up NI for my EE installation. Go to kitlist.2da, see that Invokers use CLABMA07. Look for that file to add a special ability... and it's not there. None of the mage CLAB files are there. What the...?!

That's crazy. Why would EE block those files from modding, when it has nicely externalized so many other functions?

Is there a workaround for this? If I drop a CLABMA07.2da into EE's Override folder, will it be recognized?

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