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Please give me a link. I couldn't find this mod on Steam.
Thanks for the help and work on the mod.
It is basically a psi-amp with an alternative animation set.
Guess Starting Research, is to blame, as things is probably not unlocking in right order. Still a bit weird it only effect Implant and not anything else PSI related.
"bOneMorePsiAmp_CanBeBuilt = true" does NOT require a new campaign, should take effect on the next game start ... but it shouldn't be needed as the PA configs should adjust ...
When I next get some free time, I'll investigate :)
Thats should be the list that effect research, yet all other modded items seems to work perfect.
Same problem as below, no advanced PSI implant to be found, just Advanced PSI Amp, even with full Magnetic weapon research.
They are under the same weapon group as normal psi-amps, so should work for RPGO :)
it all depends on what animation cue the ability is set to use, which unfortunately you'll need the mod-author to change
You should have Implant Amps = no amp animations, and unlocked and fitted on most psionic classes ... until you do the Psionic research where you'll get normal amps with normal animations ?
Would those animation calls be something I could do with the modding tools? Otherwise I'll try asking the Chimera Mod author.
I'm sorry the Chimera Class Pack is one I don't use personally and don't natively support. But this should work with -most- standard psionic abilities/animations.
Maybe I should have taken a look at the original necro boi befor, but thank you for clearing this up for me ^^
This mod lets you use Implants as well as Psi Amps. Necromancers (in non-rpgo) have the default setup of a NecroStaff and Psi Amp .... this mod changes that default setup to be a NecroStaff and Psi Implant. :)
This is the bit that was throwing me off;
"but I can not use the abilities that require the NecroStaff" ?