XCOM 2
Quantum Supremacy - random perk injector (beta)
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)
Vorpal Spoon 8 月 31 日 上午 8:46 
One thing I do love about this mod too is that it has the fun of Quantum but without the random tedium and bulk incompatibilities (which is intended hence "Pachinko"!); you can use an existing class template and potential "enhance" it with versatility, especially when you land great synergies.
Vorpal Spoon 8 月 31 日 上午 8:43 
Okay, so those lines were empty when I wrote this yesterday on the classes I had mentioned, However, after reloading it, they magically appeared, some were even as you say, hidden down one row "below" the perk screen.

It definitely works, but their might be an issue. I have a mod that is "respects" the class assigned to a created character placed in the pool, and did so deep into a previous playthrough before thsi mod. After Operation Gatecrasher, these classes are still respected for the 4 randoms and Kelly/SPARK (6 soldiers total).

However, it doesn't seem to for the characters after Gatecrasher. A simple console command/level up barracks reveals this. And I'm not sure if this is your mod, but it is the only one I subscribed to between the previous playthrough and this one. Again, I'm not saying it's your mod doing this, but this niche scenario you might want to see if it duplicates.

Thank you btw!
XpanD  [作者] 8 月 31 日 上午 4:36 
(worth noting... you can grab and hold the bar, no need to hold the buttons -- way faster!)
XpanD  [作者] 8 月 31 日 上午 4:35 
No scrollbar on them, either? I just checked Sky and Land Fury, as well as Viper's Hacker, and they all had a Random row, though it was off-screen on all of them. (fifth row)

The scroll bar is to the right of the perk tree, and to the left of the character. (also to the right of the Respec button if you're still using ITCH)

It is a bit hidden since the actual bar stays small (base game limitation), but you should see an arrow at the top and bottom.

(I haven't tested SuperSoldiers Redux yet, but did see another report there as well... let me know!)
Vorpal Spoon 8 月 30 日 下午 5:26 
So basically, I had stated a fresh game on Operatiion Gatecrasher with 6 rookies
Jane Kelly: Land Fury(start with Jane Kelly mod & Dynamic Duo mod) -All 4 rows are "locked in"

Rov-R: SPARK (start w/ SPARK mod; ALWAYS pulls from Character Pool) : 3 SPARK rows "locked in", but row 4, RANDOM, was full of goodies! :winter2019coolyul::CheersAle:

*4 other randoms*
Lily Shen: Hacker (Viper's class *I think*) -All 4 rows "locked in"

Random #4 & 5: N7 Infiltrator and N7 Biotic (SuperSoldiers Redux mod) -All 3 rows "locked in"; 4th row has nothing with no RANDOM title

Random #6: Shinobi (from an Iridar or Musashi mod, can't recall which) -1st 3 rows "locked in", but 4th row had RANDOM goodies! :stein::cubeglasses:

So it works, just not for certain custom mods. Again, is there a function to interact with on the UI for this mod? :clements:
XpanD  [作者] 8 月 30 日 下午 1:25 
What isn't showing up, exactly? The random row should be above or below the XCOM row when you open a soldier's ability view. There may be a scroll bar to the right.

Note that if you're testing this on an existing campaign, these rows will only show up on freshly-acquired soldiers. (or those rerolled from console with something like RebuildSelectedSoldiersClass)
Vorpal Spoon 8 月 30 日 下午 1:14 
It isn't showing up on the promotion UI section. How do I access it and do you have to be a certain rank (I would think squaddie or higher)?
Vorpal Spoon 8 月 29 日 上午 11:02 
Thank you XpanD:SlyNinja::CheersAle::stein::ninja:
XpanD  [作者] 8 月 29 日 上午 8:09 
I haven't tested it yet and am not familiar with it, but an earlier comment by Dinellian seemed kind of promising:

"I'm the Commander Here works with this mod, if the class does not have a XCom tree - so basially, classes not adapted to have the LWotC XCom row will still be able to choose perks from ItCH!"

Just ran a quick test myself, and everything seemed to work from what I could tell. I do think it was seeing the Random perks as extra XCOM row perks, though. (the column of perks to change was so long it went through the box, but they were still clickable)

If you're curious, you can make a copy of an existing save and test on there. (or just don't save with this mod installed until you've verified all is good, that also works)
Vorpal Spoon 8 月 29 日 上午 7:46 
I ask because with ITC mods UI, you can select/deselect perks on the normal perk screen (not talking about the change perk screen).

I would be curious to add this if they can work together, but don't want to bork my game trying to test that if you already know.
Vorpal Spoon 8 月 29 日 上午 7:44 
Does this conflict with "I'm the Commander" Mod, or does it work in tandem with it?
XpanD  [作者] 8 月 22 日 上午 1:35 
Thanks for sharing! May be good to start a new discussion with that as well, should keep it more visible over time. (I'd also recommend only including the actual changes, easier to copy-paste in future versions of the mod)
SeveN 8 月 21 日 下午 4:37 
I'm sharing my config here if someone wants perks only. If I remember correctly it's around 170 perks from 6 perks mod. I left a comment lines indicating which perks mods are used, so make sure to sub to all of them for maximum variety. Although most people are probably already subbed to those.

It's not a straight up copy paste all of available perks from those mods. Instead, I hand picked those that I deemed to fit. Basically it's mostly passive effects, so no free active skills like Maim, Walk Fire etc.

https://pastebin.com/ekUi9zD1
SeveN 8 月 12 日 下午 3:45 
Ahh alright. I might actually do it myself for the next campaign and use alternate mode and then copy paste all perks from my perks mods to that list. This way I would only get actual perks instead of perks+enemy abilities.
XpanD  [作者] 8 月 12 日 下午 3:30 
Nah, everything is fair game as long as it...
- actually works
- is not something you automatically get anyways (like the "shoot weapon" skill)
- is not a pure debuff

(if anybody wants to release a stricter add-on filter list as a separate mod they are welcome to, though! that could be kinda cool)
SeveN 8 月 12 日 下午 3:19 
I didn't mean that they don't work. I just thought that enemy abilities as perks are not intended?
XpanD  [作者] 8 月 12 日 下午 2:59 
Thanks for the report. Trigger C4/X4 should definitely be blocked (got a template-level FindAbility printout for them?), Medikit is also suspect. (though it would need testing)

For those other ones... are you sure they don't work? The Sectopod stances actually changed stats correctly when I checked them. Think Boomer also worked, though I'm not sure on that one. (though if it does I'll probably keep it in, that could still be amusing if rolled early or on a throwaway char)
SeveN 8 月 12 日 下午 2:51 
Some perks from Requiem, Tactical X4 and base game that slipped through the filters:
https://imgur.com/a/gkro1TQ
XpanD  [作者] 8 月 5 日 上午 11:00 
Yup! Check the QuantumSupremacy.int file in the Localization folder.
EM7HydraFox 8 月 5 日 上午 8:21 
Is there an Option to rename the row from Random to something else? If there is (or would be in the possible future) how would one edit/change/tweak it?
XpanD  [作者] 8 月 1 日 上午 8:13 
Pushed out a quick (unplanned) update to add the much-requested class block list. This update has new names for the allow/block filters, please check the changelog if you made any config tweaks!
XpanD  [作者] 8 月 1 日 上午 5:07 
Thanks for reporting back, and glad to hear you're enjoying the mods. I'm actually working on an update for the main console mod right now, planning on porting over some of the stuff I learned while making this one. (like being able to match parts of either friendly *or* template names)

I need to check how AP costs work, but I /think/ they're determined by the class itself? Unsure.
Inksu 8 月 1 日 上午 4:49 
@XpanD Great to hear about the weapon checks! Totally understandable about the tier config. Now that I think about it, LWOTC even uses a sort of revamped ability cost system. I guess a config option to force a certain AP cost would accomplish the same balance without interacting with the tiers?

I rank the amalgamation check and it didn't find any unfiltered class name slices. That reminds me, your console command mod is really handy, findability has saved me a tonne of time crawling through inis.
Thanks for your work!
XpanD  [作者] 8 月 1 日 上午 1:19 
@Inksu: There's a loooot of different ways that abilities can check for weapon type. I may still be able to do something like this, need to have a closer look there as well. As for being able to configure ability tiers, I don't think that's realistic -- there's just way too many of them for that to be practical, I think.

(also, thanks to you both for the extensive reports, that helps a lot! could I ask you two to run "QSCheckAmalgamationFilters" in the console as well? would be good to see if there's any other class filters I need to add for Amalgamation setups)
XpanD  [作者] 8 月 1 日 上午 1:15 
@Dinellian: I've had a few requests for a class block list now, may need to look into that. Hiding existing random rows is tricky since there's a few different ways classes can get them, and it shifts around their perks. (which makes it way more likely for ours to end up in the wrong places... need to look into this more)

The SuperSoldiers thing is really weird, would you happen to have a log (Launch.log) for me? There should be some output if we fail to inject. Please find-and-replace your Windows username if you don't want to share that. You can send a link here (if Steam lets you), or add me on Discord. (XpanD)

Does I'm The Commander Here only work for classes without the XCOM tree if my mod is active? Not familiar with it, but that sounds like something may be broken if so.
Inksu 7 月 31 日 下午 9:23 
Hi! This mod is really cool. I'm testing with "Vanilla" LWOTC (Beta) with a few random perk packs sprinkled in, disallowing non-functional abilities in a local config. I'm finding that it would be very helpful to globally disable abilities on soldiers without any applicable weapon if possible. In addition, the ability to disable all perks of a certain weapon type would be nice, there are many perks which use weapons that don't exist without compatible mods.

If possible, It would also be very cool for custom balance to be able to configure which tier the ability can appear in (setting powerful abilities to higher ranks to balance their cost). I think that could also potentially be used for workshop balance patches to smooth out balance concerns.

If you have any compatibility questions, let me know. I'll probably stick through this campaign so I'm sure I'll see a few quirks here and there.
Dinellian 7 月 31 日 下午 7:25 
Another cool thing: I'm the Commander Here works with this mod, if the class does not have a XCom tree - so basially, classes not adapted to have the LWotC XCom row will still be able to choose perks from ItCH!
Dinellian 7 月 31 日 下午 7:13 
I didn't test individually with every single class I have, just had a sample of one or two for each of the cases I mentioned above.

Will keep playing the thrugh the campaing and let you know if somethign else comes up!
Regardless if you plan to add compatibility for other mods, great mod and thanks for it!
Dinellian 7 月 31 日 下午 7:13 
I have a few classes in my load order that are not adapted to LWotC, mostly SuperSoldier and Maprikan's.

- Maprikan's Modern classes received a Random tree! I had one old AntiTank soldier and one Rookie turned AntiTank after installing this mod. One have the Random perk tree and the other don't, as expected (so, if installing mid campaing, people need respec the soldiers and level them up again - which makes sense).

- Didn't work for the SuperSoldier classes, though (I'm using Supersoldiers Restored). Maybe their perk trees are hardcoded to be only 3? Even though they are OP classes, would still be cool to have options
Dinellian 7 月 31 日 下午 7:12 
Hey XPanD! I added this mod to my current LWotC test run and it mostly works!

For the classes already adapted to work with LWotC, this mod adds the Random tree below the Pistol tree. So you get BOTH XCom and Random trees (takes a couple of seconds, but it will appear). I personally don't care for balance and since I like having more options than less, this does not bother me. If I could make a request: if you manage to figure out how to hide it for LWotC adapted classes, leave a config option, so we can opt in or out of having both XCom and Random
XpanD  [作者] 7 月 31 日 上午 10:59 
I have that on the list I'm playing right now, but haven't been able to unlock psionics yet. Assuming it'll work, though. (I don't think stuff done during gameplay instead of startup will cause any issues, but will test)
Soul 7 月 31 日 上午 10:45 
One mod you could check compatibility with (I might when I ever get to another run but could be a while) is FOXCOM,since it add a row too when you get a unit with the gift
Soul 7 月 31 日 上午 10:12 
gonna add to favorite and try it on my next run,seem quite interesting,I wanted more randomness to that damn row in a while
XpanD  [作者] 7 月 31 日 上午 8:29 
Let me know how it goes! LWotC will be good to get some testing in with, it's not always the most compatible thing.
Dinellian 7 月 31 日 上午 8:24 
Going to test this with LWotC + TedJam later today. Most classes have the XCOM row, but a few that I added were not adapted, so they are missing the XCOM row (like the Supersoldier classes). This mod could be the solution for that!