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Ah I see!
Yeah, I've been trying with the depleted psi amps, but I expect it's just a bit of a buggy class combination. I get similar issues with the forge/architect class too, where their tool/weapon is equipped but it doesn't grant access to their skills. I'll try and push through and get to the next tier and hopefully that'll do the trick
I knew it wasn't on you. The good pack came off sarcastic but it isn't. I actually enjoy the pack a-lot. Just going to dig through all updated mods and see if I can't find my issue
Biotics should need to use their special Depleted Biotic Amp, rather than a Psi-amp. I couldn't test every Amalgam class combination sadly, and sometimes certain combos cause neccercary parts of the kit (mostly with Psionic classes) to be unequipabble. In some, cases, getting the character Psi Graded in the PEXM Psi Chamber can allow them to gain use of their amp again.
The loss of limbs for Alien races is sad reality for Allies unknown. I believe it may be an issue with my optional reccomend setting of turning the parts generation down; Either you end up with humans cosplaying as aliens, or aliens who join wearing a very good stealth suit
@CanadianHussy
That's likely to do with the fact that, for the past 12 days, at least one mod has updated. I can only hope that the updated mod is save-safe as collection maker.
It happens on every run. I just noticed after trying to launch a run I may have spent 18 hours on... it's a good pack lol
As such, I have removed it from the pack and recommend players do the same, but I do not know of what affect the removal of weapons will have on any running save.