When I was testing all of the moves to see what they looked like, I found out that Holos looks the same as regular SGE. I dowloaded all of the fixes you uploaded, but it seems Holos is missing an animation.
I am having the same issue as Sensory below this post, however. The hardcasting of Diagnosis/Prognosis definitely does look like it's a bit bugged, I was seeing the same thing as their screenshot.
Wow, this is really polished. The only effect that's a bit jarring and jagged is the hardcasting of Diagnosis/Prognosis (left), which feel like they should be using the more muted version visible when hardcasting Dosis III (right).
I tried multiple times and the only way I managed to resolve it was to manually deselect the following raw files from installing:
kir04anm0f.atex (only the one under vfx/common/texture seems to have the actual base/white 'wisp' graphic, but I deselected all eight files because the interface of TexTools doesn't specify file paths when installing a modpack)
vfx/common/eff/cmff_castx0v.avfx (the large red wisp for Diagnosis/Prognosis)
vfx/common/eff/cmff_castx1v.avfx (the smaller red wisp for Dosis)
I have spell effects for non-party members set to 'None' however when the above files are installed, the wisp effects are visible even for non-party Sages. The effects (paths) are also not listed when using VFXEditor's eye icon so I had to manually spawn each effect in the mod until I identified them.
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I will say though,
When I was testing all of the moves to see what they looked like, I found out that Holos looks the same as regular SGE. I dowloaded all of the fixes you uploaded, but it seems Holos is missing an animation.
I am having the same issue as Sensory below this post, however. The hardcasting of Diagnosis/Prognosis definitely does look like it's a bit bugged, I was seeing the same thing as their screenshot.
I have spell effects for non-party members set to 'None' however when the above files are installed, the wisp effects are visible even for non-party Sages. The effects (paths) are also not listed when using VFXEditor's eye icon so I had to manually spawn each effect in the mod until I identified them.