XCOM 2
[WOTC] Mass Effect Omni-Blade
58 Comments
Epic Dovahkiin 5 Sep, 2024 @ 10:56pm 
the animation won't play for me at all all my classes just use an invisible sword
life4trinity 9 Jun, 2024 @ 7:18am 
animation is mid
RS5-DiDi 23 Jun, 2023 @ 5:55pm 
It is blade, but Int type [MassEffectM76Revenant.X2Item_M76Revenant_Schematic]
how to change correct text?
Laast 21 May, 2023 @ 3:41am 
Using this with a Shinobi classe (for WOTC) my soldier uses the blade animation instead of the Skirmisher's ripjack one. Is there a way to fix this?
Nottrson 28 Oct, 2022 @ 11:01am 
@DonnyGuitar I mean, there are mods out there to reskin weapons. Since the upgraded versions of the omni-blade don't seem to show up for me (I play with Prototype Armoury and LWOTC, which makes it so that you need to craft stuff on an individual basis. The Mass Effect weapons don't seem to support this, ergo, upgraded versions don't become available. Instead, I use 'normal' weapons and reskin them with XSkin by Iridar ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2337161588 ) , which should work in your situation too. I think.
DonnyGuitar 25 May, 2022 @ 6:05am 
Anybody know if theres a way to convert this from a sword to ripjack type weapon?
nomen_meltdown 28 Dec, 2021 @ 1:28pm 
This would be a nifty replacement (or supplement) for the skulljack, too :)
N O r 26 Nov, 2021 @ 8:08pm 
Any ini setting to add so that omni-blade doesnt appear invisible?
Gyrael 3 May, 2021 @ 5:28am 
Would it be possible to replace ALL Blade Based Melee Weapons with this Omni-Tool ?

...i am a big Fan of Mass Effekt, XCOM and LWotC...
...well, and of course a big fan of all the people investing thier time in modding...

... but i still get uncomfortable, when my Mass Effekt themed charakters use Combat Knifes and Spec Ops Knifes whithin Soldier class restrictions...
wargamesmaster 14 Dec, 2019 @ 7:36pm 
An Omni-Tool mod would be so awesome, it would be perfect for the Quarian character I want to make (a specialist without a Gremlin drone).
Sir Mayday 18 Sep, 2019 @ 4:21pm 
I shall await it with bated breath, then. May whatever draws your attention from modding go smoothly.
Scout Trooper  [author] 18 Sep, 2019 @ 3:29pm 
@Sir Mayday
I planned to do that, but I currently paused on my modding for a bit
Sir Mayday 17 Sep, 2019 @ 7:24pm 
Gave it some thought, and if you're interested in making such a mod (I don't have much of anything to entice you with, besides appreciation), it probably makes more sense to replace GREMLINS with Combat Drones. They wouldn't behave quite like drones from Mass Effect, but it'd help with immersion, and it wouldn't be a complete departure. I'm not sure what you'd do about the hacking interface, though.
Sir Mayday 16 Sep, 2019 @ 1:31pm 
Love this mod. I know it'd be a bit more complex to do (at least, I think it would be, I'm no modder), but I don't suppose you could be convinced to do a mod that replaces GREMLINS with omni-tools?
Exilios 20 Jul, 2019 @ 11:30pm 
Omni Blades are invisible when used with the Dual Wield Melee mod
Bambaryła 8 Jul, 2019 @ 3:28am 
Ok sorry for that, there's no actual rule... sometimes they show up, sometimes they don't. Still, when it does show up, it's amazing!
Bambaryła 7 Jul, 2019 @ 11:14am 
Omni blade seems to be invisible, when equipped on Allies Unknown troopers as secondary weapon... haven't checked humans so far.
By invisible, I mean that soldier uses an invisible weapon and uses it as if it were on their back
Aaewen 5 Jan, 2019 @ 9:23pm 
Any way to speed up the animation? This feels like it is 50% slow motion comparing to Ranger's sword.
Birb 31 Dec, 2018 @ 9:31am 
is the weapon stats upgradeable or do i have to config them in the ini file?
Xenesthis 12 Nov, 2018 @ 11:22am 
Glad I could help!
Scout Trooper  [author] 12 Nov, 2018 @ 11:09am 
@HotChocletyLez, thanks for the heads-up. I fixed those little bugs, as well as tried to fix integration into ongoing campaign. Theoretically it should now add all the required for upgrade Engineering projects without having to start a new campaign.
Xenesthis 12 Nov, 2018 @ 8:22am 
Note that both of these are in the Pawn's animset, AS_Omniblade_Soldier
Xenesthis 12 Nov, 2018 @ 8:21am 
Hey Scout! I've been working on the energy sword and I thought I'd let you in on a few errors in your mod's package that I've found.

1). In FF_MeleeA, I noticed that your first ItemAttach notify was flipped (as in, it was moving L_Hand to R_Hand). It should be the reverse, as with all the other animsequences.
2) In MV_RunTurn90LeftMeleeA, you have a second PlayWeaponAnim notify, causing the omniblade to emerge a second time while the character is grabbing their gun again.

Might be worth going back and fixing those errors. All the best!
edgarcabrera 9 Nov, 2018 @ 5:00pm 
I'm using the Jedi beta class, it seems that it is not working for that class, other custom classes work well.
Scout Trooper  [author] 9 Nov, 2018 @ 9:03am 
@Shiro K,
Interesting, I'll look into it. Did anybody else run into the same issue?
Shiro K 7 Nov, 2018 @ 12:22pm 
Love the mod ...but i have found an interesting bug
When you have an omni-blade equiped and use a Skulljack ...the hack screen is invisible. I assume it's probably transparency linked to the blade.
Scout Trooper  [author] 4 Nov, 2018 @ 2:58pm 
Try something like
AddItem Omniblade_BM 100
I'm not 100% sure, as it is not a consumable item, but I believe it should work
Hathur 4 Nov, 2018 @ 11:37am 
Do you know the console command to add the omni blades?
Scout Trooper  [author] 4 Nov, 2018 @ 10:28am 
@Hathur, ah, I see. The problem is, that with already maxed tech, you did not "unlock" the upgrades. I'll look into whether it is fixable, but in your case you'd either have to start a new campaign, or add it to your inventory with cheats.
Hathur 4 Nov, 2018 @ 9:31am 
@ScoutTrooper My weapons tech was maxed when I added the mod (I have plasma beam tech and fusion blade tech). Can't upgrade the omni blades beyond tier 1.
Scout Trooper  [author] 4 Nov, 2018 @ 2:07am 
@Hathur, sorry, Engineering. Got them confused, for some reason. The same place all weapon upgrades are, yes.
What level were your blades at when you added the mod? Both research- and project-wise?
Hathur 3 Nov, 2018 @ 12:02pm 
@ScoutTrooper am I supposed to upgrade in proving grounds? The initial Tier 1 project was in Engineering, I had to Build the weapon under the "Weapons" tab.. normally this is also where you upgrade other weapons too. I checked proving grounds and did not see a project to upgrade the omni blade. I used this mod in an existing campaign, not a new one.
Scout Trooper  [author] 3 Nov, 2018 @ 11:23am 
@Hathur, it should upgrade with the blades, but have separate Proving Grounds projects
Can I get more details? New/continued campaign?
Also, does anyone else face the same issue?
Hathur 2 Nov, 2018 @ 1:18pm 
Can't seem to upgrade past Tier 1 despite the fact I already have plasma weapons (I have the Fusion Blade already too)... does this need some new tech to get past the Tier 1 blade?
Cylindryk 2 Nov, 2018 @ 7:12am 
Probably no chances on making LW2 version, even primitive (like replacing Skulljack only)? :(
Cavily 1 Nov, 2018 @ 2:18pm 
Good stuff!
kojak 1 Nov, 2018 @ 2:14pm 
You magnificent bastard, i salute you
tran.bronstein 1 Nov, 2018 @ 8:45am 
Great job on this, I used it in my new campaign last night. Animations were seamless. I agree with comment below, the Mass Effect weapons all fit in XCOM 2 perfectly. Surprisingly awesome synergy.
NoFilters 31 Oct, 2018 @ 10:32am 
Nobody noticed that the dude in the thumbnail is dabbing.
Scout Trooper  [author] 31 Oct, 2018 @ 10:28am 
@Space Goat: Toast to Toast,
Actualy, it's notso much an invisible model, as completely transparent texture. Vanilla skulljack uses it to hide the blade, which appears only on attack.

@Mildly Nuclear, @MightNight,
It's certainly possible, but not on my table right now, as it would require syncing with existing skulljack animations and all that jazz, and I'm currently focused on different things.
MightNight 30 Oct, 2018 @ 9:08pm 
What Mildly Nuclear said
Mildly Nuclear 30 Oct, 2018 @ 4:31pm 
So can I get a mod to replace the skulljack with this?
ChaosMadeFlesh 29 Oct, 2018 @ 4:29pm 
Crap!!! Crappytity crap!!!! Why can I only vote once for this mode? I want to upvote it 1000x!!!!
Slayen 28 Oct, 2018 @ 10:00pm 
I was just thinking yesterday how cool it would be to have my X-com Shep have an omni-blade to go with their Katana Shotgun.
KhaosByDesign 28 Oct, 2018 @ 8:11pm 
This awesome, I love Mass Effect weapons in this game, they just seem to fit lol

*cough* Geth Weapons *cough* :steamhappy:
DommyMothy 28 Oct, 2018 @ 7:26pm 
That's awesome, Scout Trooper. I see you, looking into Gremlin skins. :P

Something I haven't seen anyone do yet is actually replace the skulljack or ripjack models or make them invisable without T-posing. You'd be a god if you figured that out. :O
NightNinja54 28 Oct, 2018 @ 5:27pm 
Huge on so many levels
Alpha115 28 Oct, 2018 @ 4:45pm 
@Scout trooper can you make a ripjack version of this for the skirmishers?
Arkhangel 28 Oct, 2018 @ 4:30pm 
@Tezla: pick up Alpha's Commando Class, they have excellent Hacking Ability, plus they use the Ripjack as a Secondary... so... you know, you can have an Asari Commando with an Omni-Blade
Anime Time! 28 Oct, 2018 @ 4:26pm 
Awsome work!! Thank you for the great mod!!