XCOM 2
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Quantum Supremacy - random perk injector (beta)
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7 月 31 日 上午 5:19
8 月 1 日 上午 8:08
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Quantum Supremacy - random perk injector (beta)

描述
Ever looked at the XCOM row and wanted... more? Found a class without any random perks and wanted to spice things up a bit, or maybe just wanted more ways to build up your soldiers?

Description
Inspired by Iridar's Quantum Mystic class, Quantum Supremacy injects a brand new row of random perks into each soldier class. Any perk from any mod you have installed may show up, as long as it passes our checks and filters.

The mod is extensively configurable, and comes with two large pre-filled block lists to catch out known bad (or duplicate) perks.

For those looking to design their own curated XCOM-like row, there's also an optional allow list mode that injects only allowed perks, instead!

New campaign?
The mod is safe to add (or remove) at any time, but will only apply to newly-obtained soldiers, or those promoted from rookie. Rebuilding a soldier via console also works.

Important info
A few things are worth noting:
  • All perks are assigned to the primary weapon. Secondary perk functionality varies.
  • You'll likely see a non-functional perk here and there. Use console for refunds/rerolls.
  • Our row may be above or below the XCOM row, and scrolling may be required.
  • Very rarely, some perks may use the wrong row. Let me know. (known: Skirmisher Heavy)

While rare, the random nature of this mod means that things may break. Save often, ideally to separate slots. Also, use a local config if you make any changes, updates will likely wipe them.

Recommended mods
Ability To Slot Reassignment is highly recommended, as it helps smooth over some issues with secondary weapon perks.

The Community Highlander may be required, but this needs more testing. (no HL-specific calls in the code)

Compatibility
Here's the "beta" part of the title: We need more info. The mod has been extensively tested with normal (and Proficiency) classes, custom faction stuff, and Amalgamation. I don't know what it'll do on RPGO, or with other mods that inject their own rows/perks.

Note that Amalgamation classes are handled separately to avoid extreme lag. See the config for more info. If you want to help, please run "QSCheckAmalgamationFilters" in the console (even on non-Amalgamation lists) and send over any odd results.

As always, let me know if anything breaks! (or if it just works, also good to know)

Special thanks
  • Iridar for the original Quantum Mystic class, which we use some logic from.
  • Leo.Brunix for helping test the mod in its early stages, and giving feedback.
45 条留言
XpanD  [作者] 10 月 4 日 上午 4:27 
Do they work? What kind of abilities are we talking, here?
IconOfEvi 10 月 3 日 下午 6:39 
No problem! One of the enemies whose abilities keep showing up on the quantum bar is the Black ICE Codex
XpanD  [作者] 10 月 3 日 上午 4:36 
All good, glad it wasn't anything serious.
IconOfEvi 10 月 3 日 上午 3:54 
And I'm an idiot. I didn't read fully what Proficiency Classes Plugin: Psi Operatives [BETA] would do. Sorry!
IconOfEvi 10 月 3 日 上午 3:51 
Alright so did a few tests, turned quantum off, ran a battle, issues with psionics, quick started a whole new game with quantum disabled, quick won got into a battle, and while some psionics worked, most didn't. So it's probably not quantum after all, sorry for jumping the gun.

But now I am extremely confused. The main culprit seems to be that the game won't let any class cast if they don't have a focus bar. Just kill me now wtf happened.

Will report errant or not supposed to be abilities still! I know from memory abilities that belong to enemy units were showing up, both vanilla and modded.
XpanD  [作者] 10 月 1 日 上午 6:38 
I think I tested with PEXM originally, and I'm currently running a campaign with FOXCOM Psionics 2.0 that's also running fine. I don't see anything in the code that would be able to cause this, either. Do you happen to have a screenshot of the issue?

Also, what happens if you disable the mod, restart, load an old save and then console > RebuildSelectedSoldiersClass? (from Additional Soldier Console Commands)

As for abilities, if you find anything that's actively broken, please do let me know. Worth noting that most perks are allowed by design, as long as they...

- actually work
- are not something you automatically get anyways (like the "shoot weapon" skill)
- are not a pure debuff

Feel free to add me on Discord (XpanD) if you want to send over pics, might be a bit quicker. (though I do have to head out later)
IconOfEvi 10 月 1 日 上午 4:34 
This is all from a freshly started new game. I can also list abilities that can be purchased from the Random bar that shouldn't be spawning in if you want, things like enemy abilities or mission objective things.
IconOfEvi 10 月 1 日 上午 4:30 
Not to jump ahead, or blame you, would need more testing, but I think this mod may or may not be disabling any and all psionic powers. I use Psionics ex Machina. Its very weird, even for non-traditional psionic classes, their powers don't work even if you meet all requirements (blood sacrifice classes, their power button is dimmed out for no reason, for example)
Vorpal Spoon 9 月 3 日 下午 5:01 
Okay, so I wanted to bring you an update.

After going back to my original save and ranking up "normally", character from the pool level into their assigned class created from the pool.

When using the console command to test if the random abilities worked on missions (and good news, they do!), I came to the conclusion that it was ranking them up automatically that causes them to have random classes, and not your mod at all.

I wanted to make this clear in case anyone reads anything I said below and then questions the mods integrity. It works as it should, and does not prevent a custom pool character from advancing into the class you assigned it.
XpanD  [作者] 8 月 31 日 上午 9:41 
And you're sure you had the mod active when you started the campaign? That's... definitely odd, if so. Can you try selecting one of the soldiers, and then running RebuildSelectedSoldiersClass? You'll need the Additional Soldier Console Commands mod.

A log would also be good to see, here. Probably easiest to send that over Discord, if you have it -- my username on there is "XpanD".

(continuing here is fine too, but Discord is generally faster when troubleshooting)