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@Obsidious Now that was a good string of puns!
I've got an update cooking for this mod which will add in a cybernetic alternative, allowing TK to get about at around mach 1. With speed like that, their foes are surely already dead...
...Yeah that's enough for now. I might be back with more once I've actually tried it out! Awesome-looking mod!
Now to find a bat with Trash Diviner and a robot pariah who's [Hated by Robots for insulting their Worthless Consumer Models] .
"cs The.Player.RemovePart<AnimatedMaterialGeneric>();"
I'll include a wish in the next update to remove the animation in case this issue pops up again post-update.
I do a check in the blink mutation when the creature is sprinting to determine whether or not they're a prickle pig and to then apply/unapply the animation as appropriate. In case that gets missed, I also do a lighter check on turn-tick to make sure it gets applied/unapplied, but I neglected to do the prickle pig check at that point. I also forgot to tidy up the animation part on unmutate (which gets called when you unequip the runners).
I'm unsure which of the two caused the totality of the issue (it being permanent), but the next version of the mod should be without the issue.
Were you playing as the prickle pig preset, a character that happened to start with blink, or a character that got blink some time after the game had started?