I have used shadowkeeper to export the knock spell file to the override directory. I then edited the spell with Infinity Editor Pro. I set the type to innate.
I then set the debugmode to 1 to allow cheats and typed at the console in the game with my character selected:
CLUAConsole:AddSpell("XXXXXX")
XXXXXX matched the filename minus the '.spl' i saved the new knock spell file. When XXXXX was the original filename saved to the override folder, I got no error message, but nothing happened. When I saved the spell to the override folder under a different name and used that for the XXXXX, I got no file existed. Does the AddSpell command not look in the override folder?
I also tried adding the spell to one of the innate slots in shadowkeeper. It shows in shadowkeeper under the innate tab, but does not show in the game. I made sure I bumped up the number of times I memorized it. Innate spells are level 1 spells, so I also went back and edited the spell file to call it level 1 (even though it showed up in the innate tab as level 1). I even went to the wizard tab and bumped up the level 2 spells my monk could memorize, as well as making sure the innate spells memorization was high enough.
Nothing ever appeared. I then tried to add a normal innate spell using shadowkeeper, death gaze. I thought that would require no editing since its already innate, but it never shows in the game either.
Sorry so long
I'm frustrated. I was hoping to do Watchers Keep and know there will be plenty of chests that my call on holy might strength 23 won't be able to open
Rhion