If that's the case, I'd use the UruSetup.exe from CC.
Yes, I switch UruSetups a lot >.>
STATEDESC Garrison
{
VERSION 24 # changed some defaults
# Boolean variables
VAR BOOL grsnJourneyCloth01Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnJourneyCloth02Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnJourneyCloth03Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnJourneyCloth04Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnJourneyCloth05Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnJourneyCloth06Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnJourneyCloth07Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnTreasureBook02Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnTreasureBook11Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnYeeshaPage05Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnYeeshaPage02Vis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnTrnCtrRotationOn[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnNexusBookVis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnWallInfoJournalVis[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnBahroStoneToShaftVis[1] DEFAULT=0 DEFAULTOPTION=VAULT
# Age Mechanics
VAR BOOL grsnWellMainPowerOn[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnBahroDoorClosed[1] DEFAULT=1
VAR BOOL grsnMainSwitchOn[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnGearSwitchOn[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnUpElevSwitchOn[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnDnElevSwitchOn[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnDoorSwitchOn[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnGearBrake01On[1] DEFAULT=1 DEFAULTOPTION=VAULT
VAR BOOL grsnGearBrake02On[1] DEFAULT=1 DEFAULTOPTION=VAULT
# prison variables
VAR BOOL grsnPrisonBones01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonBones02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonBowls01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonBowls02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonBowls03vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonBowls04vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonBowls05vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonChains01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonChains02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonDirt01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonDirt02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonMattress01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonMattress02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonWindow01vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnPrisonWindow02vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
VAR BOOL grsnYeeshaPage02Vis[1] DEFAULT=0 DEFAULTOPTION=VAULT
# climbing wall variables
VAR INT nChairOccupant[1]
VAR INT sChairOccupant[1]
VAR INT nWallPlayer[1]
VAR INT sWallPlayer[1]
VAR BYTE grsnClimbingWallEnabled[1] DEFAULT=1 DEFAULTOPTION=VAULT
}
# Below states are already in grsnClimb.sdl!
#
# sdl for climbing to 2nd floor in grsn
#STATEDESC grsn1stFloorClimb
#{
# VERSION 2
# VAR INT intSDLClimber[1] DEFAULT=(-1)
# VAR INT intSDLDescender[1] DEFAULT=(-1)
#}
#
# sdl for well power in grsn
#STATEDESC grsnPowerOn
#{
# VERSION 2
# VAR BOOL intWellPowerOn[1] DEFAULT=(0)
#}
#
# sdl for gear ride
#STATEDESC grsnGearRide
#{
# VERSION 2
# VAR INT avatarRidingGear[10]
# VAR BOOL crackOpen[1] DEFAULT=(0)
# VAR BOOL exitOpen[1] DEFAULT=(0)
# VAR INT avatarWithExitCam[10]
#
#}
#STATEDESC GarrisonTrnCtrExtTrans
#{
# VERSION 2
# VAR INT avatarToTeleport[10]
#}
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