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报告翻译问题
Didn't load anim .upk before GameUnit .upk))
Hi i'm currently trying to make your mod working with my viper skin.Changing only skeletal mesh in archetype,inside game skin applies but animations completely removed.
Any tips how to make everything work?
My skin already work with Enemy Reskinner and Playable Aliens mods.
That said it's not great having to config multiple mods so I'm probably going to try and clean that up with a future update
It'll take a little while to figure out the best way to do it though. I have a few messy bits in the code where it interacts with original playable aliens and I think I'll have to rewrite some of those bits.
XCOM 2: Alien Hunters
I have a question, I have to pay attention to something when activating the mod, I cannot recruit or find any vipers
I come from Germany and work with a google translator because my english is bad.
Thank you in advance
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=1123588800
If you want playable aliens for vanilla it's here:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1218007143
And here's for LW2:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=847605822
If you could find a way to transfer the model over from Xcom:CS, it would fit this mod perfectly.
That means adding new animations requires either: a class override, which isn't ideal because it conflicts with larger mods, or creating a custom animation set for the unit model.
As far as I can tell, the photobooth poses can be restricted to a specific class (the viper in this case) through the .ini file.
I guess the hardest thing is to create new anims for the avenger screen. Yet it is possible! Because there are mods with krogans, asari etc, which have animated helmets (instead of heads) and non-human legs/arms and they work fine. So it's actually depends whether you have the time and will to do it.