Turns out that neither the "core/tables/races.txt" or "core/locale/game/race.txt" were affecting the state of the FT game or editor, regardless of any changes made to them. Editing the "UniqueOther" race to use "Dog" for both the PhysicalType & TraitType yielded no results, other than keeping...
Made some progress. Using my new "Dogmeat.spr" sprite, I've created a new recruit under the "UniqueOther" race and set him loose in Brahmin Woods with an AP mine in his starting inventory. Thanks to some newly defined "StandMagichigh", "StandMagiclow" & "StandPickup" sequences, our intrepid...
Thanks, that clears things up quite a bit.
With the help of JarekFall's Sprite Creator, I've been able to spend a good deal of time exploring "TribalMale.spr" and comparing it to the canine ones. You're right, it appears humanoids have multiple variations of the MagicHands animation sequence...
I've been playing around with a custom Dogmeat recruit for the original campaign (using Redux 1.3), and I've noticed a few things:
- Setting the "Race Type" to "Dog" forces Dogmeat to use the "MutantDog.spr" sprite. He can disarm mines with a usage animation (scratching with his hind leg), but...