So u can define a soundbank with category SKILLS in a separate .DAT file and the game will read it in along with stuff rom the vanilla files. Just follow the same file structure in your mod's DAT as whats in the vanilla files.
It's way late and it took me ages to read into this properly.
To reiterate what you're saying with a random example: make a new soundbank group called AA_SKILLS.DAT, add "SKILLS" category inside it, save, it's ready to use. Is that correct?
And final question just to make sure I got this figured out once and for all.
Simple scenario for you: mod A uses custom audio, declares it in SKILLS.DAT by adding a few more categories. Mod B also uses SKILLS.DAT and adds a few categories of its own. Categories and files are unique across both mods, no dupes etc.
What happens when mod A is loaded above mod B in the mod loader. Are changes from mod B lost because it's below mod A and because both mods use/modify the same file, even though said file is modified in a different way?
The reason I'm asking this is because a lot of mods out there that adds custom audio rely on vanilla sound group .dat files, hardly any of the mods, to my knowledge at least, make new groups [.dat files].
TL1CP is half-exception with this; it adds its own sound controller, but also modifies stock game data with redundant entries that are already in the custom group, ie. everything the mod adds to SKILLS.DAT is already in SKILLS_TL1CP.DAT as standalone data. There might be a valid reason for it, but that escapes me at the moment.
Once again, it's late, coffee wore off, so I'm sorry if this dribble makes barely any sense, but I just want to know how the game treats unique edits across mods.