XCOM 2
Proficiency Classes Plugin: Psi Operatives [BETA]
70 条留言
GOGATSY 10 月 14 日 上午 1:09 
Perhaps providing them with access to vector rifles would be a viable solution?
GOGATSY 10 月 14 日 上午 1:07 
Phantom classes can gain the "Ever Vigilant" ability in their XCOM row, but I don't think they can utilize it effectively. To use a sniper rifle, you need two actions (and it seems that the overwatch of this ability doesnt work with this weapon), and they don't have access to vector rifles or pistols. Unless I'm missing something.
Leo.Brunix 10 月 10 日 下午 12:21 
Issue resolved following the instructions provided below.

One more thing - my Shamans seem to be extremely inaccurate with their powers. They barely hit any offensive abilities at 60, 70, and even 80 percent success change. Is there anything that might be affecting this?

I use PEXM
Leo.Brunix 9 月 29 日 下午 3:11 
Hello.
My Psi soldiers of these three classes cant use their psi abilities as they ¨dont have enough focus¨ even though the meter is full.
I see that several others have said the same thing, should I go into further detail or just rebuild my soldiers with the instructions provided?
MrCloista  [作者] 9 月 19 日 上午 4:48 
Decoupled focus perks from proficiency perks in an attempt to fix focus issues.

please use RebuildSelectedSoldiersClass from Additional Soldier Console Commands to rebuild your soldiers.
MrCloista  [作者] 9 月 17 日 下午 8:22 
Small fix uploaded seems to be working better now from a couple of reports.
MrCloista  [作者] 9 月 17 日 下午 6:09 
I'm looking into issues with Focus perks, will update soon as I've found a fix
Bearclaw27 8 月 27 日 上午 10:32 
Pretty sure I was able to fix an issue I was having with this and PexM where using abilities cost Mana AND Will. I looked in Knox's Templar Knight mod to see how they prevented the will loss, and ended up finding the exception in that mod, which I was then able to locate in PexM and add these classes! Was only able to test it once, but the soldier used a bunch of abilities and wasn't severely tired afterward, just normal levels of Will loss, so I think it's fine.

All that to say, thanks for this and all of your awesome mods! Really enjoying my latest Prof Playthrough.
MrCloista  [作者] 8 月 22 日 下午 3:51 
Theoretically yes, I've not tested it though.
Nero 8 月 22 日 上午 4:13 
wait, since this mod makes most psi abilities now require mana, wouldn't it work if i were to run this together with stukov's not quite psionic overhaul? since it adds a mana condenser slot for units that can equip psi amps so they can use mana, and i can just NOT give the proficiency psi classes any mana condenser
Soul 8 月 18 日 下午 3:25 
Kinda lost on your wording here.
But anyway,I forgot which ini in the amalgamation mod it is,but one allow you to disable them from showing into the GTS,can't remember if its on by default,if it is,then no need to touch anything.
Schnitzel Brother 8 月 18 日 下午 3:03 
I've found not installed any Psi related classes at all, actually. At best, The templar class is also slightly more random due to an amalgamation mod but that's it.

Also, by going into the config, I assume you mean the very first and basic Amalgamation mod? Why would I be able to see this mod in that config? The only thing I see in there that might be mildly related is disabling the class, but I don't want that nor do I even know the file name for this class. ( https://prnt.sc/aRaQVMFTnKXs )

Noted though, I'll try and see how it works.
Soul 8 月 18 日 上午 10:25 
*Altho* since these specific classes change the psi stuff system itself,your amalgamation classes that use psi abilities might not be able to use them at all since it use a point system there
Soul 8 月 18 日 上午 10:24 
Amalgamation work with normal modded classes,you just will see them a lot less
Best to do is go in config ini of amalgamation and be sure it can't be GTS trainable,and then just train soldiers to be modded classes in there if you want a specific one.

but yeah TL;DR,it will work just fine,amalgamation don't replace stuff,you can use it no problem with other classes/they will show up in choose my class
Schnitzel Brother 8 月 18 日 上午 10:07 
Compatible, as in, it'll show up when a rookie is organically promoted. I am using "[WOTC] Choose My Class", so I'm uncertain how that'd work.
Schnitzel Brother 8 月 18 日 上午 5:34 
I'm currently playing with Amalgamation classes, but this mod seems up my alley. The current Psi-op lap is so late in the game, that the soldiers are basically irrelevant for 90% of the playthrough and taking them on missions is just a EXP drain.

I assume the idea here is that you can only get a Psi-class from a rookie organically leveling up into a squaddie, unless I'm missing something.

I don't imagine this is compatible with the amalgamation classes at all?
TITANMASTER25 6 月 18 日 上午 11:15 
ahhhhhhhhhhhhhhhhh, thank you for the response
MrCloista  [作者] 6 月 17 日 下午 3:40 
As stated in literally the last line before the credits, this mod disables the psilab (hence you not being able to build it) by default and you have to changed the config to reenable it. Also this mod is designed to not be used with other psionics mods due to the added focus costs.
TITANMASTER25 6 月 17 日 下午 3:36 
Noticed something pretty weird and thought I should tell someone. I happened to be running both this mod and foxcom psionics 2.0 and obviously, the psi stuff was bugged. I couldn't get these units in any way. choose class, commanders choice, training, I can't build the psi lab, super weird.

However, if I send rookies on missions and they promote, those rookies can be turned into psi operatives. Super weird, now I'm trying to see if I can somehow get the Foxcom psionics working.
Latis 6 月 16 日 上午 10:44 
Other classes like psi geomancer also uses the psi bar when this mod is installed and it's cool for me
Latis 6 月 16 日 上午 10:43 
Hi! First of all Very cool and awesome mod! im only using classic psion. But for some reason out fo nowhere the focus bar dissapear just for no reason. i lost 2 campaings for it. so i have to start saving in 2 save slot and reload from a dif. save if that happens. I don't know if a mod conflict or the save file turns corrupt.

Any ideas? Ty so much!
MrCloista  [作者] 6 月 15 日 上午 11:13 
@Singularity it would yes, this mod is very much designed to be used as the only psionics option available to you, it is also still quite early in it's development.
Singularity 6 月 15 日 上午 9:59 
hey, trying to set up mod list for my first campaign with proficiency classes. Was wondering how well this mod plays with psionics ex machina? does it add focus cost to the abilities on gems as well?
Penril 4 月 26 日 上午 6:30 
oh lol, well great job man. I'll keep testing.
MrCloista  [作者] 4 月 26 日 上午 4:09 
No they got fixed because I updated the mod, I wasn't aware that Mitz changed how the configs worked in MPP for the focus perks until yesterday. So I pushed the fix as soon as I realised.
Penril 4 月 25 日 下午 10:44 
Ok, the focus values fixed themselves after I researched the Advanced Psi Amp. As I said, it was a clean install only running this mod + its dependencies.


I can only think of 2 possibilities for this bug:


a) I changed 'trasholdlab' to false. Maybe that's why it bugged?

b) As I said, it fixed itself after researching Advanced Psi Amp. So maybe there is something going on with Starting PsiAmps mod?
MrCloista  [作者] 4 月 22 日 下午 4:37 
Yeah they should start at 6 and 3 respectively, no idea what's happening there.
Penril 4 月 22 日 上午 9:21 
So I made a clean install and started a new campaign, only running this mod + its dependencies.

Psions are starting with 12 focus, I believe that is a bug? And Shamans with 9 (didn't test Phantom).

If I am correct, Psion should be starting with 6 focus according to XComMZPerkFocus:

VoidFocus_StartFocus=6
VoidFocus_MaxFocus=6
VoidFocus_MaxBoost=3
VoidFocus_StartBoost=0

And Shaman should start with 3. Right?

WaterFocus_StartFocus=0
WaterFocus_MaxFocus=3
WaterFocus_PerTurnFocus=1
WaterFocus_MaxBoost=0
WaterFocus_StartBoost=1
WaterFocus_GainBoost=1
Penril 4 月 18 日 下午 5:47 
Thanks man. Loving these 3 classes so far, I only play with Proficiency classes so THIS is exactly what I was lacking in my campaigns. And not only is it one, but THREE proficiency psi operatives. Amazing.

Happy to help test anything you need.
MrCloista  [作者] 4 月 18 日 下午 5:20 
All interesting ideas, the problem is each of these classes has a different focus mechanic for a reason, so logic would be to make it a different focus mechanic given by pexm or foxcom to preserve uniqueness. I'll give it some thought for a later update.
Penril 4 月 18 日 下午 4:58 
I just thought of something: maybe you could use Weapon Skin Replacer to give the focus mechanic directly to psiamps. This way, no class that uses these skills will break. I assume it would be something like this?


+GIVE_ABILITIES=(TEMPLATE="PsiAmp_CV", ABILITY="WOTC_APA_MindBender")
+GIVE_ABILITIES=(TEMPLATE="PsiAmp_MG", ABILITY="WOTC_APA_MindBender")
+GIVE_ABILITIES=(TEMPLATE="PsiAmp_BM", ABILITY="WOTC_APA_MindBender")
Penril 4 月 18 日 下午 4:49 
Ok, I did a lot of tests:

1) Yes, these skills can also be used with Templar's focus.

2) There is a way to make these classes work with mods like Foxcom Psionics or Psionic Overhaul. What you need to do is give the focus mechanic to a soldier when he receives "The Gift". I used Boundir's Ability Editor for this.

For example, when a soldier has "The Gift" in Foxcom, they receive a random free ability (usually Soulfire or Insanity). I also noticed that all of Foxcom's psi abilities are in the Proficiency Psion tree. Therefore, I only needed to give the Psion's focus mechanic to these soldiers (WOTC_APA_MindBender). This is what it looks like in XcomAbilityEditor:

+Abilities = (AbilityName=Insanity, AddAbility[0]=(WOTC_APA_MindBender))
+Abilities = (AbilityName=Soulfire, AddAbility[0]=(WOTC_APA_MindBender))

So now, when a soldier gets Insanity and/or Soulfire, they will also receive the Psion focus mechanic and they will be able to use any Psion ability they might have.
MrCloista  [作者] 4 月 17 日 上午 1:23 
If you give a Templar a psiamp it'd theoretically work that way yes
Penril 4 月 16 日 上午 10:35 
Question: what exactly is FocusCost? The ini says the following:

"FocusCost for templar focus, ManaCost for MZ focus types. MaxManaCost is the max amount it can use when ConsumeAllFocus is true".


Then we have all your edited skills. For example:

+AddFocusCostToAbility=(AbilityName=Insanity, FocusCost=1, ManaCost=1, ConsumeAllFocus=false, GhostOnlyCost=false, bFreeCost=false)



Does this mean that, if I give Insanity to a Templar, he will be able to use it with his own Focus points and not require Mana?
MrCloista  [作者] 4 月 15 日 上午 12:46 
Would that be doable? Sure but it'd be a ♥♥♥♥♥♥♥ of work. I released these as a beta for a reason, to get feedback like this. Will update the description noting the incompatibilities
Soul 4 月 14 日 下午 10:39 
Real shame then,they nice and unique but if it mess with every other classes that could use them its a bit too much of a trade off,wish it would just do with cd then and heavier cd on their stronger skills which could be reduced by specific actions.
Also I guess that mess with pexm and foxcom too then. Since it use the psionic skills with the gems/add them to soldier too,that mean that too is screwed?

Idk how easy it would be but maybe making it their own skills that use their own mana pool like some mods do it like commander/requiem or the prof hero classes would be nice,tho again idk much of how all that work in the back so thats just me talking,but yeah real shame it affect so much on its own.
MrCloista  [作者] 4 月 14 日 下午 7:45 
Well unfortunately that's a limitation of how setting costs works, they affect the perk directly which means they effect any classes using them. These classes aren't designed to be used with any other psionics.
Soul 4 月 14 日 下午 5:52 
Sorry for the triple post but to add to the below one with a pic for more precisions,all the psionic skills here beside mend (soulfire,stasis,phase,fuse,insanity,domination) all say insufficient focus when this mod is installed
https://imgur.com/nNc5zK1
Soul 4 月 14 日 下午 5:47 
Bug: this mod mess with a lot of psionic skills,giving them costs,and it mess with *other* classes using them,kinda need a fix on that or a way to restrict it to only this mod classes.

For example,Knoxx's Commander use Stasis,but now,when trying to use it with the commander class,it say "insufficient focus" and won't let the class use it,when before that,you could use it no problem,but now I assume cause of

+AddFocusCostToAbility=(AbilityName=Stasis, FocusCost=2, ManaCost=2, ConsumeAllFocus=false, GhostOnlyCost=false, bFreeCost=false)
For the Psion class.

it ask 2 focus,but the Commander class don't use focus,it use its own energy bar,so now the ability is locked to it always asking 2 bar of focus he can't use.
Another one is just,Rusty psionic,it doesn't use focus at all,and can't use stasis cause "insufficient focus too",so yeah,kinda need a quick fix,gonna disable it till that.
Soul 4 月 14 日 上午 8:40 
Ah gotcha,the hovering desc didn't say "start concealed even if the squad don't start concealed", so my brain when hovering them went insta "grapple time" as usual for snipers lmao,that one's on me.
MrCloista  [作者] 4 月 14 日 上午 4:40 
At Corporal they can take Covert Infiltration which is Phantom with a reduced detection radius @Soul
Soul 4 月 13 日 下午 8:50 
Maybe I missed it,but How can the Phantom class go conceal if the squad is revealed from the start/don't have conceal?
I feel like it either need the reaper/various modded reaper classes skill where it will go conceal if no one see them or a one time conceal move,cause the one that let you conceal cost a focus point,which feel kinda pointless if you can't go conceal from the start.So a one time conceal (as in,a charge one,not a cooldown one) would help.

Cause so far trying the class I got 2 missions in a row with no conceal on start,so not sure how to use any of the abilities.
MrCloista  [作者] 4 月 12 日 下午 1:14 
I've never found how to automate it unfortunately.
Penril 4 月 12 日 下午 12:08 
Loving these classes so far. Was wondering if there is a way to change eyes/hair color of soldiers that promote to this class? You know, white hair/purple eyes?

Yeah I can do it manually but... you know what I mean.
Scrivener 4 月 7 日 下午 5:39 
Fair enough, @MrCloista

I think I'll play this mod "as intended" and let PexM go this time around. It's one of my favorites, but with three psionic classes, it's probably overkill. I think I'll keep Rusty's Psionic Implants for the animations and call it a day. This should be great fun! Thanks again for putting this out there.
DaViper 4 月 7 日 下午 3:40 
@MrCloista That works. I ONLY run CI these days, so next run I'll keep the Proficiency class stuff I'm running and swap in this for Pexm as I know everything is playing nicely at this point. I've gotten set in my ways with the skill tree for PEXM. :steamhappy:
MrCloista  [作者] 4 月 7 日 下午 12:51 
I made these as I'm doing my first non-pexm run in 6 years, so hopefully that gives you an idea @Scrivener
Scrivener 4 月 7 日 上午 10:20 
This looks fascinating. I’ve spent a lot of time playing LWotC, and I loved Rusty’s Psionic in that environment. This appears to be a fun alternative to try in my first ever CI run coming up shortly with the Proficiency Classes. Thanks for another new and interesting mod to try, @MrCloista. :)

I’m going to give this a shot. I just need to decide whether to leave the lab disabled, or toss in PexM…
MrCloista  [作者] 4 月 7 日 上午 2:17 
It's designed as an alternative to pexm really, but it is compatible so up to you. Feedback would be most useful in a non-pexm setting though.
DaViper 4 月 6 日 下午 8:04 
@MrCloista. That's what a traitor would say. /s :-D
I'm going to switch over to this mod once this current campaign is finished (another couple days or so).
For testing, would you recommend PEXM on or off for the run? More than happy to dump feedback on discord if needed.

I completely agree with you that change is good. (My next campaign I'm seriously thinking of switching to Amalgamation instead of Proficiency just to play with the differences there. :-)