Fusight IT is this is the file:
// The name of your mod's folder is its "identifier".
// No two mods can share the same folder name / identifier, so make it unique!
// I recommend "your_name.mod_name".
// You must give a human-readable name for your mod. This is what will be shown in the user interface.
Name = "Cosack's detailed parts mod"
// The version of the mod that will be shown in the user interface. This is optional.
Version = 1.0.0
// The name of the mod creator(s) that will be shown in the user interface. This is optional.
Author = "Mathieu Langlois Doyon"
// A logo to display for your mod in the user interface. This is optional.
Logo = "logo.png"
// A longer description of what your mod does to the game. This is optional.
Description = "This is a enhance part Description Mod. see my other work at behance.net/mathieuso\n\n"
// Mods can define their own per-language string files.
// The values in a string file (such as en.txt) will add to
// and override any values in the base string file (such as Data\Strings\en.txt).
// Each language supported should have its own string file named
// after the two-letter 639-1 language code for that language.
StringsFolder = "Strings"
// The primary way mods modify the game is through "actions".
//
// Actions are little commands that modify the game's .txt files after they have been
// loaded into memory. (The actual .txt files in the 'Data' folder are never modified
// and so disabling a mod will cause the game to revert back to its vanilla state.)
//
// First, the game loads the vanilla .txt files normally.
// Then, for every mod that is enabled, that mod's "actions" are run on
// top of the loaded .txt files, modifying them.
//
// Using this technique, mods can make almost any change to the game
// that could be made by modifying the .txt files directly, but
// without actually having to make any permanent changes to the game files.
//
// The examples below show all the different kinds of "actions" that can be
// performed on the vanilla .txt data.
//
// Note that it's very easy to make a modification that will cause the game
// to crash when loading. The log.txt file may have details on why it crashed.
//
// There are a small number of .txt files that can't be modified using actions.
// The most prominent example is the language string files (such as en.txt)
// which are modified using the StringsFolder setting above.
Actions
[
{
Action = Overrides
OverrideIn = "<Strings/en.txt>"
Overrides
{
//"<Strings/en.txt>"
}
}
]