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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1920389015
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1920391505
It really bothered me that they looked the same as a regular Muton.
With what I have in mind though, I may never need to update it except to fix bugs.
However, I need to rebuild the mod anyway so I might as well build a new, more flexible version at the same time.
To be honest, at this point it'd probably be better to build a newer, more powerful version of the Enemy Reskinner that lets you define your own skins. It'd be a bit like Iridar's weapon skin replacer.
I recently put out a mod that restores said skin, was thinking it would be a neat option for the mod.
Been wanting to make a standalone Muton Centurion though, we still haven't gotten one with WOTC although we have had mods that use the model.
I think I got the minigun working briefly back when I made this, but it turned this ugly dirty green colour.
I'd like my elite skinned primes to wield the appropriate plasma minigun :)
There is a standalone Muton Elite on the Workshop.
To the second, if you tell this mod to reskin the Muton Elite, it'll reskin everything it finds called MutonM4. The Character Templates it reskins aren't configurable: I was going for user friendliness over power.
So say in your skinner mod here if I left say the Muton Infector and Pyro settings alone (don't edit or delete) but don't have the enemies in my mod would there be any conflict issues say crashing or anything because your mod can't find those enemies?
If your Muton Prime is called MutonM4, it'll work.
If your Muton Prime is called Muton_Prime, it won't work.
If your Muton Prime is called MutonM4_Deadput, it might work.
The Skirmisher uses player Skirmisher parts: there's a list in the code telling it which ones to load up. If you want to customize the Skirmishers' armour, your best bet is probably to ask DerBK if he wouldn't mind exposing the CharTemplate.DefaultAppearance lines to a config file.