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Thank you for providing the recompiled model to begin with! I'm currently in the process of figuring out how to recompile a model so that it would work as a completely custom melee weapon lol, wish me luck...
I tried replacing the second swing (which is that of the axe in your .vpk) with the guitar's, since that's how the original mod was set up, but that didn't do much to help. I'm guessing this has to do with some property inherent to the riot shield itself, but I'll keep tinkering and see what develops.
Would you mind if I uploaded my version too, whenever I get around to finishing it?
Seems to work perfectly, aside from still using the Fireaxe's third swing animation (which is not to my liking, but I think I can just delete that from the .txt file) and flesh impact sounds (same thing).
Let me know how you get on!
If you want to unlock the riot shield for the purposes of the mod, without touching anything else, you could just add its entry to the new melee_manifest.txt (that includes the pitchfork and shovel now), edit riotshield.txt itself as necessary - which I believe you already did - and then add "riotshield" to the "meleeweapons" entry in each campaign.txt file (found under the "missions" subfolder).
It's a little tedious, but keeps the game as vanilla as possible, if that's your intent!
(with or without the RNG - i would like to use only the plain version with the wooden handle, personally, but i'm sure i could retrieve that particular texture from the files myself after i've figured out how to remove or at least break the RNG functionality lmao)
Unfortunately the timing of my mod is really bad, since the (awesome) community update of today implements a couple of the same things I added.