The Flying animations will replace to H2H on default so you need put hkx files to custom path. In technomancer case, put the each flying animation's hkx to below path after put the option file's animtextdata of this page. Data\Meshes\Actors\character\Animations\Magic1
It's good. I think the beam type will become leg launch point on Technomancer super. the magics are custom melee weapon so magic are set the script's function for shot the projectiles. I found this so it seem that able to adjust the launch point from floor to hand if change the transfrom id and create the models.
In my environment, ck of fo4 are too slow so I couldn't open it after all. as alternative way, I changed ap cost by used papyrusinspector tool but it's unsuitable to create script by this tool because writing of instruction are impossible directly to script. In future, I hope ck boot speed will fix...
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In technomancer case, put the each flying animation's hkx to below path after put the option file's animtextdata of this page.
Data\Meshes\Actors\character\Animations\Magic1
the magics are custom melee weapon so magic are set the script's function for shot the projectiles.
I found this so it seem that able to adjust the launch point from floor to hand if change the transfrom id and create the models.
as alternative way, I changed ap cost by used papyrusinspector tool but it's unsuitable to create script by this tool because writing of instruction are impossible directly to script.
In future, I hope ck boot speed will fix...