XCOM 2
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RPG Overhaul - Psionics Specializations Extended
   
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31 May, 2020 @ 12:18pm
17 Jun, 2020 @ 3:24pm
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RPG Overhaul - Psionics Specializations Extended

Description
Description
This mod is an extended version of Ash's mod RPG Overhaul - Psionic Specializations.

It adds three new specializations for Musashis RPG Overhaul and 14 new abilities, including 5 from Iridar's mod [WOTC] More Psi Abilities, 7 brand new custom Starting Abilities (aka Squaddie perks) for RPG Overhaul, 1 brand new custom Brigadier rank ability for the Telepath specialization and the Bastion perk from Long War 2.

Features
  • Three new specializations with 7 Psionic abilities each.
  • 7 new RPGO Starting Abilities specifically for psionically gifted soldiers. These work with Psionic Abilities from many other mods.
  • T1 Psi Amps available from campaign start.
  • Psi Amps are given a +50 Psi Offense boost to make up for the RPGO Soldier's nonexistant psi stat.
  • All biotic abilities can be used with Psi Amps as well.
  • Supports RPGO's new Random Classes SWO

Starting Abilities / Squaddie Perks
  • Psionic Conduit: Activate to make the next Psionic ability a free action. Each time Psionic Conduit is activated, the soldier's Will is reduced by 10. When the soldier's Will falls below 50%, Psionic abilities deal 50% reduced damage and Psi Offense is reduced by 33%.
  • Unstable:The soldier deals 50% increased damage with offensive Psionic abilities, but using an offensive Psionic ability has a 25% chance to make them panic.
  • Psionic Atrophy: Increases Psi Offense by 15 and grants immunity to Psionic damage and Mental effects. Damage taken from all other sources is increased by 33%.
  • Battle Meditation: Hunker Down increases your Psi Offense by 10 and your Will by 10 for 2 turns.
  • Mind Over Matter: Whenever this soldier takes damage, the cooldowns of their Psionic abilities are reduced by 1.
  • Spirit Thief: Killing a psionic enemy increases Psi Offense by 15 and damage dealt with offensive Psionic abilities by 50% for 2 turns.
  • Open Mind:Increases Psi Offense by 25 but reduces Will by 10.
All values can be adjusted in the configuration files of Bstar's Perk Pack.

To prevent situations where you have Psi-related Starting Abilities on soldiers without Psi-related specializations, I highly recommend picking an appropriate combination of SWO.

Compatibility
This mod is incompatible / will not work correctly with:

This mod makes the following mods obsolete and you can and should remove/uninstall them:

This mod should work correctly with and I recommend the following mods:

The Starting Abilities added by this mod should work with abilities added by:

Known issues
  • There may be some mod-added Psionic abilities that don't work with the Starting Abilities added by this mod. If you find any, please report it in the appropriate thread.

Thanks and Credits
Ash for making the original Psionic Specializations plugin which this mod is based on.
Musashi for making RPG Overhaul.
Mitzruti for porting the Chimera Squad icons, parts of which I used for the custom icons in this mod.
Mr. Nice for letting me bribe him to do 99% of the work on the Mind Burst ability.
shiremct for helping me and letting me use some code to get AbilityAvailabilityCodes to work correctly.
The CX & X2 Modding communities, especially Iridar, Mr. Nice, Musashi and robojumper for basically solving every single one of my modding problems.
Popular Discussions View All (3)
1
20 Apr, 2024 @ 1:04pm
PINNED: Bug Reports
bstar
0
23 Jun, 2024 @ 7:30am
Русская локализация
Alerax
84 Comments
Lucas 16 Jun @ 7:46am 
You could aslo add

+AdditionalSquaddieAbilities = "Solace_LW"

under the [Resonant X2UniversalSoldierClassInfo] section in XCOMRPG.ini

This would give you the required ability for free at start
Aniloks 28 Feb @ 9:52pm 
@TheGames
You can change “Solace” to “Solace_LW” in XCOMRPG.ini.
MossMoth 19 Feb @ 5:35pm 
@TheGames
Did you ever find a solution for this? Seeing the same issue
Coqui Argento 5 Jan @ 10:42pm 
I am using "RPGO fused with LWOTC" so this might be an issue with that mod, but there are I think only 2 abilities which I cannot ever pick because they require "Solace" which I assume is referring to "Solace aura". The only thing I can think of that has gone wrong is that somehow it went from the forementioned "Solace" to "Solace aura" and the abilities requiring it broke because they're still looking for an ability named "Solace" instead of its new name. Will see if I can fix this.
Coqui Argento 5 Jan @ 10:40pm 
@Wowo Jones
You have to equip the Psi Amp as your secondary weapon in order for them to show up.
Wowo Jones 7 Dec, 2024 @ 10:05am 
None of my psi abilities show up in combat, I select them on the promotion screen and the passives work, but fuse, schism, etc just don't appear.

Help?
BlueSoD 7 Nov, 2024 @ 1:30pm 
@Paddon: Psionic damage and mental debuffs are two different things. Psionic Atrophy grants immunity to mental statuses (the same thing solace would do), but not psionic damage; it's the same reason why mechanical units aren't immune to things like Soulfire and Null Lance.
igor140 14 Jul, 2024 @ 9:06pm 
I'm not sure if this is due to this mod or another, but Stasis (from the Resonant tree) has Fuse as a requirement... but Fuse isn't on that tree, so unless I also take the Channeler tree, I can't ever access the entire Stasis line.

I really just want to remove the Fuse requirement, but I can't seem to find where that line is. Is it a base-game requirement? Or am I overlooking it in the config folders?
igor140 14 Jul, 2024 @ 8:42pm 
@Gaia: you need to have this mod enabled and the "original" (non-extended) version disabled.

@Broham/ @HaziTru: two years late, but it make it irrelevant. You can still build it, and it technically works, but there's no point.

@TrooperCoon: I think you would need to equip a psi amp in the secondary slot. All of the abilities with this mod are based on the secondary slot. Other than that, there's no reason it wouldn't work
Paddon 11 Apr, 2024 @ 3:09am 
Weirdly my soldier who has psionic atrophy just took some psionic damage 🤔 Hit by the same weapon that he was immune to a turn ago