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Sorry to give nothing but bad news.
I believe that the Active Effects will be a perfect starting point for each plasmid.
They needed it that way for the sake of dual wielding, which they wanted to do but didn't in the first one.
What mod you like me to look at? And sure Ill be updating soonish. I hit a snag with the sonic boom one that I'm currently working on fixing.
Also, if I may, I'd like to suggest a mod, of which, you can use/alter some of its effects for your plasmids.
However I will not be restricting them to the left hand. That doesn't make sense to do here, and was only done as a visual game-play mechanic. I know dual-wielding may be a concern but there are some plasmids that do have a dual arm/hand visual effect.
Can only be equipped in left hand.
Each level has a unique function:
Electro-bolt (single target stun/minimal burn over time)
Electro-bolt 1 (A.o.E Stun/moderate burn over time)
Electro-bolt 2 ("Unlimited Power"/stun-lock)
Just wondering.
I have a big smile on my face, thank you for making this standalone.
Europa, here we come.
I just stated it hear because if it can be fixed, why shouldn't it?
For the hand thing. Did you not use the plasmids in the other mod, before hand? (genuinely question)
When firing Plasmids, the starting point of the effect does not start at your hand.
Incinerate Plasmid +1 & +2 do not have visual flames when fired (warning displayed in console)
Any attempt to use the Summon Crawler Plasmid was met with errors from the console (unable to test).