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...i am a big Fan of Mass Effekt, XCOM and LWotC...
...well, and of course a big fan of all the people investing thier time in modding...
... but i still get uncomfortable, when my Mass Effekt themed charakters use Combat Knifes and Spec Ops Knifes whithin Soldier class restrictions...
I planned to do that, but I currently paused on my modding for a bit
By invisible, I mean that soldier uses an invisible weapon and uses it as if it were on their back
1). In FF_MeleeA, I noticed that your first ItemAttach notify was flipped (as in, it was moving L_Hand to R_Hand). It should be the reverse, as with all the other animsequences.
2) In MV_RunTurn90LeftMeleeA, you have a second PlayWeaponAnim notify, causing the omniblade to emerge a second time while the character is grabbing their gun again.
Might be worth going back and fixing those errors. All the best!
Interesting, I'll look into it. Did anybody else run into the same issue?
When you have an omni-blade equiped and use a Skulljack ...the hack screen is invisible. I assume it's probably transparency linked to the blade.
AddItem Omniblade_BM 100
I'm not 100% sure, as it is not a consumable item, but I believe it should work
What level were your blades at when you added the mod? Both research- and project-wise?
Can I get more details? New/continued campaign?
Also, does anyone else face the same issue?
Actualy, it's notso much an invisible model, as completely transparent texture. Vanilla skulljack uses it to hide the blade, which appears only on attack.
@Mildly Nuclear, @MightNight,
It's certainly possible, but not on my table right now, as it would require syncing with existing skulljack animations and all that jazz, and I'm currently focused on different things.
*cough* Geth Weapons *cough*
Something I haven't seen anyone do yet is actually replace the skulljack or ripjack models or make them invisable without T-posing. You'd be a god if you figured that out. :O