XCOM 2
Psionics Overhaul - Expanded Psionics
30 条留言
「Lukja」 9 月 28 日 下午 9:52 
Doesn't work for me.
Auxilevelry 9 月 18 日 上午 11:15 
Is this compatible with LWOTC?
Yo Bro 2023 年 7 月 6 日 下午 1:34 
Will this work if added mid campaign
OverMoment 2022 年 8 月 16 日 上午 5:05 
is there a random psi ability in each rank? i had a psi soldier have a ability that are not defined in config which called mind burst. and i found this ability is from Bstar's Perk Pack
Pahryth 2022 年 1 月 2 日 上午 6:18 
Hi! I've installed this along with the overhaul and run two games - in both the extra perks don't show up. I wonder what I am missing - I am relatively new to using mods so it's probably some dumb error on my part...
★PrinceOfDante★ 2021 年 12 月 26 日 上午 8:24 
do on LWOTC please, or tell me when to wait?
Dellar 2021 年 11 月 24 日 下午 12:17 
Seems to not be compatible with LWOTC @Kyuubicle
Kyuubicle  [作者] 2020 年 10 月 26 日 上午 11:43 
@Dellar - Clean saves are always recommended with mods, but it *should* be fine (as long as you already had Psionics Overhaul installed). That said, I can't guarantee there won't be weird quirks or issues because it's certainly not something I've ever tested.
Dellar 2020 年 10 月 26 日 上午 5:02 
quick question, can you install the expanded psionics plug in during mid game? Or do you need a clean new save?
DatsDaBeat 2020 年 8 月 29 日 上午 9:45 
It is, but unlike the others is not mentioned in the description :) Just wanted to check because i could not tell from Mitzruti's description if the perks get added to the normal perk pools
Kyuubicle  [作者] 2020 年 8 月 29 日 上午 7:56 
I mean, it's in the required items list.... :D

But, really, if an ability is missing, the game won't crash or anything. That ability will be just... well, not available. You can always edit the tree to remove the one or two abilities I used from Mitzruti's Perk Pack. One of them is a version of Fuse, so you'll probably want to add the vanilla XCOM2 ability back.
DatsDaBeat 2020 年 8 月 29 日 上午 6:15 
Is Mitzruti's Perk Pack required or just optional for this?
Kyuubicle  [作者] 2020 年 8 月 10 日 下午 1:20 
Yes, it is required. This is a plugin mod. It won't do anything without Psionics Overhaul.
Ripsnort 2020 年 8 月 10 日 上午 10:42 
Is Psionics Overhaul required for this mod to work? I'm just interested in the new psi abilities from the other 3 mods, but I would prefer to use the standard XCOM 2 system of training Psi Operatives. Having soldiers that can do everything other soldiers can do but also have psychic superpowers on top of that is a little too overpowered for me.
Kyuubicle  [作者] 2020 年 6 月 20 日 下午 6:14 
@Search - Yeah, anything that requires a specific primary weapon is right out. Secondary weapons are *possible* since you can add their categories to the config files, but then there's nothing stopping *any* psion from equipping a sword or such then in the psiamp slot. It's not a priority to add either of those functions, but I'll consider it in the future.

As for Psi MECs, from what I've gathered by the description, it uses particular soldier classes to determine whether they are eligible to be a Psi MEC. So, that's not really something I can support on my end without rewriting parts of the mod, sadly.
Search 2020 年 6 月 20 日 下午 5:32 
@kyuubicle The Fury (by Grimy) and Sorcerer both require a Psi Amp. The Warden is a melee class using a sword as a secondary weapon so I am guessing it is currently not possible? Would a gifted soldier be compatible with a psi MEC or does that come under the same issue as psi weapons?
Kyuubicle  [作者] 2020 年 6 月 20 日 上午 8:18 
@search - Yeah, the Psi Operative would just have only the vanilla XCOM2 abilities.

As for other classes, possibly? Right now the focus is more on making sure everything works and fixing what bugs are reported.

That said, the classes are created just through config files, similar to how RPGO works. If they require special equipment beyond just a psi-amp, though, it would be impossible to convert them currently. The Fury (that's the Grimy class, yes?) may be possible, but the other's I'd have to check out.
Search 2020 年 6 月 20 日 上午 8:13 
@kyuubicle Oh I see. If you only have the Chaplain and Biotic plugins, would you still get the basic Psi Operative as a possible Psi Class? Any plans to add additional classes such as the Fury, Warden, Sorcerer and Templar?
Kyuubicle  [作者] 2020 年 6 月 20 日 上午 8:06 
@Search, also the starting abilities aren't used by Psionics Overhaul. Not yet anyway.
Kyuubicle  [作者] 2020 年 6 月 20 日 上午 8:04 
@Search - This can be played without RPGO, so no new specs. Instead, these plugins create new classes that Psions are randomly assigned to when they are checked for psionics.

So, with all three plugins, a Psionic Skirmisher could end up being either a Psi Operative (with an expanded ability tree), a Chaplain, or a Biotic. They'd still be a Skirmisher, of course, these abilities are separate from a soldier's abilities. Like how XCOM1's Psionics worked.
Search 2020 年 6 月 20 日 上午 6:02 
Hi. I just wanted to clarify how this works. Does it add additional specs if you are gifted and playing RPGO or does it make you a new class after going through the psi lab with the abilities from the RPG Specs? Does this mod include the additional starting abilities from the original Psionics expanded mod? Thanks :)
Californiadreaming 2020 年 6 月 19 日 下午 3:47 
@Kyuubicle -Thanks, that answers my question perfectly.
Kyuubicle  [作者] 2020 年 6 月 19 日 下午 3:36 
Also, to be clear, all the abilities that were removed from the Psi Operative's tree in More Psi Abilities are in this plugin's class tree. And a few other changes were made using Bstar's Expanded Psionics RPGO plugin as a reference.
Kyuubicle  [作者] 2020 年 6 月 19 日 下午 3:12 
I mean, the abilities are in the tree, so yes.

That said, you can always edit the config for this plugin to remove them, though.
Similarly, check the config for More Psi Abilities to see what you can change/revert there.
Californiadreaming 2020 年 6 月 19 日 下午 3:08 
Is More Psi Abilities critical? There are aspects of that mod that I'm not really a fan of.
Kyuubicle  [作者] 2020 年 6 月 19 日 上午 11:45 
This plugin just changes the Psion class to use new perks. I wanted to keep the base mod's requirements down as low as possible, thus this plugin to extend the basic perk tree used by Psions.

The other two plugins add new classes Psions can be: when they are checked to see if they are psionic, the mod will randomly assign a tree they can pick their abilities from. Think of it like how rookies get assigned a new class randomly on promotion.
Zigg Price 2020 年 6 月 19 日 上午 11:35 
So, I'm not following what the plugins do.

So i use RPGO. As I understand it, I put my Universal Soldier into the psi lab, he tests positive, and then can learn psi abilities.

This looks like it assigns the Psion Class, though it looks like a modified version. So will these plugins do anything in an RPGO campaign? Or is this if you are using other classes?
Kyuubicle  [作者] 2020 年 6 月 19 日 上午 10:19 
@bstar - Thank you! :) I'll shoot you a DM about why I included it.
bstar 2020 年 6 月 19 日 上午 10:10 
Shoot me DM if this sounds a bit confusing :D
bstar 2020 年 6 月 19 日 上午 10:07 
Hey Kyuubicle, congrats on the release! Awesome to see you modding again.

Just for your information: The ability code for the custom abilities in my RPGO mod is entirely inside the perk pack, so you can safely remove the dependency on the RPGO mod (unless you want this mod to be compatible with RPGO in which case you would need to add a few config lines that makes the starting abilities available).