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Setting up the animations overrides should be a relatively straightforward copy/paste in the config files if you want to give it a shot.
I explained how to do it a few comments down.
I forget exactly what components shipped with this mod and which rely on the supplement.
You can try it without the supplement. If the game crashes or the switchjack has no model when equipped then it's safe to guess the supplement is a hard requirement.
because 1gb of space when i just want the Switchjack is a lot
also does the Switchjack do the spin to or does it use the ripjack animation it would be cool if it is the normal ripjack animation
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So first, open up the XComPrimarySecondaries config file for the Lightsabers mod and copy the entries that start with +IndividualWeaponConfig
Next, open up the file in True Primary secondaries labeled XComTruePrimarySecondaries.
Scroll down to where you start seeing lines that also start with +IndividualWeaponConfig and paste the individual weapon config entries from the saber mod on the line after those entries that were originally there.
I don't have any plans for a Covert Infiltration bridge. If someone else wants to they're welcome to do so.
Also, for some reason, I couldn't get Musashi's WotC Samurai class to wield these properly no matter how I tried to use them; the soldier would always comically hold the wrist mounted blade in their hands. Again, probably not your fault, but I'd also be interested in knowing if this could be fixed.
No hard feelings if not, just figured I'd ask!
Found a mistake in template creation of MatchedRetractableArmblades_MG. It should be Magnetic, but you tagged it as Conventional (Template.WeaponTech = 'conventional';)