Ok, I've ran into a brick wall with an idea I've got. I'm in the process of updating my mods and I've ran into a snazoo. The idea is custom appearance/sounds/animations for the beamaxe in association to species. While I'm able to patch/and alter the Beamaxe item three different ways (via ai.config.patch altering the enableCommandsatLevel to replace givebeamaxe with giveRacialbeam which is an aicommand I have created; Or by patching the beamaxe file directly, or simply replacing the beamaxe.beamaxe file as a whole.) each of which is able to change the tool/animation of the beamaxe. The problem I'm running into is that this effects all species across the board. Is there a way to make it racial specific? I've tried numerous variant coding and nothings working yet... running on Win7/ stable version: v. Upbeat Giraffe Any insight would be wonderful... Ideally the effect I want is to have the first "ai" mission "enable beamaxe" to be unique to the race without overwriting other species ai command/beamaxe.
No.[DOUBLEPOST=1425148018][/DOUBLEPOST]Ok never mind. It seems it is possible with some modifications. @Lexicon-Prime You create a custom racial quest - unlocking the beam axe. Then each beam axe can look different and have different upgrades.