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Or maybe upgraded version that fit more charges?
Regardless, the animation issue is to be expected if you pick up anything non-humanoid, nothing I can do about that. That was the main driver behind making this mod, disabling carrying that would look too glitchy.
Is it just basegame generic muton, or a specific mod variant?
I haven't bothered releasing a version of that mod that doesn't disable corpse carrying, but for now just delete the relevant ini in Denmommy's folder.
Can you at least extract those bodies with a Fulton?
I'm kinda new to XCOM modding so I don't know if their is a way to get logs or a console for bug fixing yet.
Can you check if other parts of this mod are in effect - for instance, if you try to pick up an xcom body, does it cost you an action point?
I'd at the very least get the fixes though, and Controllable Put Down is such a QoL.
Eh, I think making grabing a body cost 1AP is already debuff enough compared to vanilla, and making it reduce mobility runs into the inconvenience of making it that much harder to plan ahead and determine if you have enough turns to grab something and then move to a certain piece of cover, or GTFO before timer runs out.
If you want to though, there's a mod that does that - though I haven't checked if it can be configured via ini or if it's bardcoded to be -4 mob.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=641978206
For better immersion I suggest to also provide a config parameter for mobility reduction when carrying corpses.
I usually modifiy this by myself in XComGameCore.ini file.
The planking Vipers and Mechs really bothered me.