XCOM 2
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[Ted Jam] Sectoid Animation Fix
   
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2.875 MB
2 Jun @ 12:06am
6 Jun @ 2:31pm
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[Ted Jam] Sectoid Animation Fix

Description
Due to how visualizer works in XCOM, many psi abilities don't have projectiles or animate properly when used by sectoids. This is not something that can be fixed through code, and requires additional changes in the Unreal Editor.

This mod adds a new animset with missing animations to a configurable list of sectoids. Note that this mod is made for Ted Jam sectoids specifically. It may not have the animations for perks that are present on the sectoids from other mods.

Additionally, has a config for Still Stop Wasting My Time mod by Musashi to speed up the animations of said abilities.

List of the abilities that I know don't work properly:
  • Mind Blast - Doesn't have a projectile. Missing perk content in the original perk pack.
  • Soul Mania - Doesn't have a projectile. Missing perk content in the original perk pack.
  • Frost Mania - Doesn't have a projectile. Missing perk content in the original perk pack.
  • Soul Frost - Doesn't have a projectile. Missing perk content in the original perk pack.
  • Null Ward - Uses a human animation. Looks cursed.
  • All Teleports - Use human animations. Look cursed.
  • Kinetic Rescue - Uses a human animation. Looks cursed.

Feedback

If you encounter a perk that's not present in the list above, you can find me in the Long War of the Chosen Discord server and tell me about it.

Compatibility

Technically, this mod adds a new animset on top of the existing ones, overriding all animations that have the same names. You can blacklist sectoid character templates in the config.

Requirements

Ted Jam is not required, but the mod is made for that environment.
2 Comments
M3r1st  [author] 6 Jun @ 1:50pm 
I'd need to know the name and the source pack to check the original animation.
LeyShade 3 Jun @ 11:49pm 
Willing to add incidental extra perks that may come up if people post them?