The Technomancer are great weapon mod.
I changed below points.
original mod are not required anymore on latest this version.
1,Ap cost.
when attack with this, the ap decrease by pex function.
so, I changed that it's not decrease.
2,Rate damage.
when we took down the enemy with this, it's not your count on pipboy.
the reason are rate damage are big on pex, so that enemy down as other incident.
I changed the rate damage to be very low and up base damage on esp.
3, others
changed attack sound and any values.
4.AnimTextData(option file)
I think some hkx replacing aren't apply to motion like "SprintLeanRight.hkx" because entry are not custom hkx path but vanilla hkx path.
I wrote the custom hkx path to this file for motion replacing apply.
so we can any replace motion like "SprintLeanRight.hkx" more than original.
unfortunately, I couldn't see all motion because this file's row are too many.
if want to change magic motion, put the hkx that want to replace to Technomancer's path like Flying Animation or other custom hkx after replace from original to those files.
also actor can do the some normal attack even if actor are injured.
\\Install
Overwrite from origin to the 2 pex below path.
Data\scripts\
Overwrite from origin to the esp.
Data
as reason, base damage are very low, so I had to change the any values.
it's attack power may stronger than origin.
\\Uninstall
overwrite from above files to origins.
Credit:
Thank you for upload original version.
Gogy28