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Do you know of any mods that could cause some socket shenanigans that would cause a visual bug like this? (Ex., LW2 Secondary Weapons adds sockets to soldiers in order for weapon meshes to show up). Any technical details about the mod you can provide?
Another technical thing i can think of is that the shields are in reality cosmetic only, with the exception of the Grandmaster(who has the Hidden Shield Strike ability on his shield), and the Mk2 Custodian, who has the shield bash.
One last thing that could be relevant, although not sure how or why, is these settings on the shield's templates, but as you can see they're all over the place, that is because for the purpose of this mod they're all pretty much irrelevant, since they're not usable by Xcom soldiers.In fact the only thing i can remember that makes something of this relevant, is that if the shields are not in an Weapon inventory slot, they will not show on the reveal animation, which is only relevant for the Custodian Master and Grandmaster :
Custodian Shield:
Template.ItemCat = 'weapon';
Template.WeaponCat = 'sword';
Template.WeaponTech = 'conventional';
Template.StowedLocation = eSlot_HeavyWeapon;
Custodian Master Shield:
Template.ItemCat = 'weapon';
Template.WeaponCat = 'sword';
Template.WeaponTech = 'conventional';
Template.InventorySlot = eInvSlot_TertiaryWeapon;
Template.StowedLocation = eSlot_HeavyWeapon;
Mk2 Shield:
Template.ItemCat = 'weapon';
Template.WeaponCat = 'baton';
Template.WeaponTech = 'magnetic';
Template.InventorySlot = eInvSlot_Utility;
Template.StowedLocation = eSlot_RightBack;
Exalted Shield:
Template.ItemCat = 'weapon';
Template.WeaponCat = 'sword';
Template.WeaponTech = 'conventional';
Template.StowedLocation = eSlot_HeavyWeapon;
Grandmaster Shield:
Template.ItemCat = 'weapon';
Template.WeaponCat = 'sword';
Template.WeaponTech = 'conventional';
Template.InventorySlot = eInvSlot_SecondaryWeapon;
Template.StowedLocation = eSlot_HeavyWeapon;
@Vincentandre21: 16 for all but the Exalted Custodians, those only spawn at Force level 20.
Side note, I did at one point recompile the src code to move the Exalted Custodian's shield to the secondary weapon slot, and that did cause the shield to render. Of course, he lost out on the pistol because of this, but that seems to confirm that something is interacting with the Custodian heavy weapon slot. Again, I'll look into, and thanks again.
Thank you. I am a long ways off from meeting them. I'm still at Force Level 8.
Edit:
Updated, let me know if it works now.
Great mod! Love having such cool, interesting end-game enemies appropriate for my end-game team!
Want to report a weird interaction. I'm not sure if this is because of the core game, or something to do with the Custodian programming. If you put 2x Reaper Homing Mines on 2 members of the Exalted Grandmaster pod, for some reason when it's triggered there is a CHAIN of damage (like it procs 7-8 times) that insta-wipes the Exalted Custodians and leaves the Grandmaster really hurt.
I am running LW2 class/perks mods and a few other gameplay mods, but I didn't think that should affect the Reapers (who are unmodded in my campaign).
I can't seem to craft or research the Metion battlesuit. Is this supposed to be a proving ground project? The Metion shotgun appears there, and the destroyer cannon and flechette gun appear in engineering, but there's nothing for the battlesuit. I do happen to be using Hotl3ooded's proving ground overhaul, and it appears to bug out when I tried getting the hyperdrive serum vest, removing the option for me to craft additional sets of armor (for one elerium core).
Is there an exalted custodian autopsy I need to do to get the battlesuit? I've encountered them once in my playthrough.
Activate Brain Cord -> Mission ends before Brain Cord Expires -> The X-com agent who used Brain Cord has her will restored back to full