I am a retard and it took me 20 years to figure this out!...

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VoidLight
VoidLight - - 896 comments

How do I add this to the UA mod?

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RT2... Author
RT2... - - 3,305 comments

This one we dont.:)

This is a concept, not a fix. :)

Which means it will hurt like a mofo if you try. :P

It is uploaded here so that anyone who feels confident enough to know what to do can. :)
And save the UA boyz some SBPS stress. :P

If you know how to use corsix or AE you could try that way. :)

But if you are not sure, I would just refer it as an idea.

With the media uploaded it will be available for the mod team. :)

I haven't got it completely working,

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RT2... Author
RT2... - - 3,305 comments

Theory goes that you
clone the EBP for CSM and then entity_blueprint the sorcerer.
Set the hardpoints correctly.
Dump out the abilities.

Cloning the ebp for the sorcerer multiple time to include the other sorcerers you want as squad leaders in the sbps.
Put in the correct hardpoints.
Loading in different abilities for each of the sorcerers, so the whole squad when combined gets more abilities or psychic powers, making sure the animations associated with the abilities are available to the model.
This is why the majority of the models are all the same animation designs.

Cloning the sbps of the space marine squad, and adding in the four leader ebps with the squad loadout as the sorcerer which is loaded in through CSM.
set squad loadout to /< 1, /> 1

That should give you a squad that has four leaders and 1 unit composition.

Of course this should get rid of the leader issues with complex upgrades..

This procedure should be able to be applied to all the Psychic choir units for the different races. :P

In theory. :P

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Description

Works with UA as the assets are in there as far as I have seen.

Dl.dropboxusercontent.com

Using the sorcerer from DOW as the last Sorcerer. :P