That turned out to be quick and easy.
That's good news!
I haven't had a chance to test the coins yet
Console "
GiveItem2Character(pchar, "cursedcoin");" , I think.
"InternalSettings.h" is read when you start playing, which means "CURSES_DISABLED" works on a game in progress.
Technically, it doesn't matter when InternalSettings.h is read; it depends when the code that uses the toggle is read.
Generally, interfaces and dialogs are read at the moment you need them, which means you can edit them in mid-game and they'll be updated the next time you open the dialog/interface.
A lot of the general game functionality is read when you start the game, so changes to that require you to close the game, but not to start a new game.
The 'init' files are initialized when you start a new game, so often you need to start a new game when making changes to those.
But this isn't always the case, because the mod-added "reinitialization" functionality allows you to reload several 'init' arrays at will.
This works very well for ships, items and models; but not so much for characters and locations.
Virtually all specific changes could also be manually implemented through lines of code in the console.
In the past, this was even implemented in the "reinitialization" functionality for many examples.
But that does mean that every change requires accompaning "apply update" code, which is a lot of work to write.
So eventually we stopped doing that...