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Vipers use a different skeleton from XCOM soldiers, so abilities like throwing grenades and soldier-specific animations don't exist as part of their animation package and they end up T-posing as a result. I doubt I'll be able to do anything about that - I only know the tiniest bit about XCOM animation to try and troubleshoot specific things - but they shouldn't be classes available for Vipers anyway.
I notice while playing the game that SPARK units have a completely different set of animations and what-have-you. They even have their own limited set of poses for the photobooth. I can only assume that this would mean that they have their own skeletons, etc. Perhaps this could be replicated with new Viper animations for allied Vipers?
Once again, I have absolutely no experience with this matter, so I could be spouting useless guesses. I also realize that you may very well have already thought of this, and if either situation is the case then I apologize for my ignorance.
In any case, I appreciate the work that you have done so far, and I do not seek to rush you. Even with my lack of experience, I realize that this would probably be a monumental undertaking, and as a writer I can appreciate wanting to step back and taking a breather for a while. As far as I'm concerned, if you decide to eventually take on this challenge then take as much time as you need before wading in.
Most of the animation glitches really boil down to the game going: "Here we have a [Viper] soldier. In X situation, soldiers should be doing Y, so let's have this soldier do Y. Wait... it can't do Y? But it's a soldier so it must do Y. Let's just explode their head and make them T-pose and say they're doing it."
Which means that fixing the animation glitches requires: finding the source code responsible for setting up a scene, and the parts within it that call specific soldier animations; and making sure the soldier model has a usable animation which matches that animation call. Unfortunately the first part has been pretty difficult and time-consuming, and many things are hard-coded and cannot be changed without a class override - which is usually a bad idea because it greatly raises the possibility of conflicts with another mod. And the second part - actually creating animations - is something I have minimal experience in. At best I'd be able to import an existing animation to fill the role, and I expect just figuring out how to do that is going to take me a fair chunk of time as well.
Diana - Good to know. Probably has to do with how I overrode the original Viper class. I'll note that in the mod description.
Mad Grenaider - Are you using a class/weapon unlocker mod or something similar that affects all soldier classes?
if i create characters as vipers and have them in the campaign from the beginning they are normal people, can the vipers be found later or how?
"Error detected attempting load of a package: XV_Viperskills"