XCOM 2
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[WOTC] Mass Effect Omni-Blade
 
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6.021 MB
Oct 28, 2018 @ 2:39pm
Nov 12, 2018 @ 11:07am
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[WOTC] Mass Effect Omni-Blade

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Description
What are you going to do, when your rifle inevitably overheats? The sane answer would be "pull out my pistol" or, worst case scenario, "go for my knife". Well, fear not, as the brave engineers of Systems Alliance looked into the problem, and found a... different solution - you would carry a ginormous blade in battle! Now, calm down, it's not as bad, as it sounds. Uur microfabrication technologies allow you to 3D-print that blade any time you require it, so you wouldn't have to bear with the additional burden of a medieval weapon on your back!

"This disposable silicon-carbide weapon can be forged by an omni-tool's fabricator. The transparent omni-blade is suspended in a mass effect field safely away from the user's skin and warning lights illuminated the field so the searing blade only burns the intended enemy."

Features:
- Mass Effect 3's iconic weapon - the Omni-Blade - as an alternative to Ranger's sword - also should work with any modded class, that can carry swords.
- Sound effects ripped from ME3
- Custom deployment animation, attack animation based on Skirmisher's ripjack
- Built in "Slash" ability, to stay functioncal even with non-Ranger classes, if you have a mod for that
- All three tier levels, with similar stats to swords, but marginally higher crit chance/crit damage on T2 and T3 to offset the lack of stun/fire chance
- Configurable stats via INI

Drawbacks:
- Guaranteed to have a side effect of having two "Slash" abilities on Ranger, as the melee ability is built in the weapon, in case it is added to any class, that lacks Ranger's built-in melee attack.

Credits/Thanks:
XCOM2 Modding Community - for all the guides you can find on everything
Bioware/EA (Mass Effect 3) - Weapon model and textures, as well as SFX
Cavity - Mass Effect armor sets, seen in screenshots
Lord_Poncho57 - most of Mass Effect weapons, seen in the screenshots
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41 Comments
tomomi1922 Jan 5 @ 9:23pm 
Any way to speed up the animation? This feels like it is 50% slow motion comparing to Ranger's sword.
Birb Dec 31, 2018 @ 9:31am 
is the weapon stats upgradeable or do i have to config them in the ini file?
HotChocletyLez Nov 12, 2018 @ 11:22am 
Glad I could help!
Scout Trooper  [author] Nov 12, 2018 @ 11:09am 
@HotChocletyLez, thanks for the heads-up. I fixed those little bugs, as well as tried to fix integration into ongoing campaign. Theoretically it should now add all the required for upgrade Engineering projects without having to start a new campaign.
HotChocletyLez Nov 12, 2018 @ 8:22am 
Note that both of these are in the Pawn's animset, AS_Omniblade_Soldier
HotChocletyLez Nov 12, 2018 @ 8:21am 
Hey Scout! I've been working on the energy sword and I thought I'd let you in on a few errors in your mod's package that I've found.

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!
edgarcabrera Nov 9, 2018 @ 5:00pm 
I'm using the Jedi beta class, it seems that it is not working for that class, other custom classes work well.
Scout Trooper  [author] Nov 9, 2018 @ 9:03am 
@Shiro K,
Interesting, I'll look into it. Did anybody else run into the same issue?
Shiro K Nov 7, 2018 @ 12:22pm 
Love the mod ...but i have found an interesting bug
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.
Scout Trooper  [author] Nov 4, 2018 @ 2:58pm 
Try something like
AddItem Omniblade_BM 100
I'm not 100% sure, as it is not a consumable item, but I believe it should work