XCOM 2
[WOTC] Psionic Implants
89 opmerkingen
lety4ayavoropaeva 24 apr om 11:12 
thanks
RustyDios  [auteur] 23 apr om 19:02 
https://sp.zhabite.com/sharedfiles/filedetails/?id=2822985069 sorry my bad, it's a soulSTEAL issue not a soulFIRE one ....
lety4ayavoropaeva 23 apr om 16:07 
>> search for the "Soulfire Animation fix for LWotC"
Please give me a link. I couldn't find this mod on Steam.
ArtanisKAI 19 nov 2024 om 6:22 
seems like it yeah. but it did happen on not only the soulfire(or soul reave as the ghost unit would like to call it without calling it), but also on null lance, and mind control.
RustyDios  [auteur] 19 nov 2024 om 6:12 
The issue is with animation sets on the torso armour piece. Animation sets "stack". At some point in the stack of that soldier the animation from his psi-implant were replaced by something else. The fix mod would likely fix that, as the problem is normally the soulfire animation alone, specifically the ending frame of it is disjointed to returning the soldier back to "idle" - but only with certain armours. The result is spaghetti-squid-monster.
ArtanisKAI 19 nov 2024 om 5:57 
I got the no more psi-amp and it works much much better. I may have a hunch. that the ghost rpgo/supersoldier have issue with your implant
RustyDios  [auteur] 19 nov 2024 om 3:09 
No More Psi-amp will have the same issue.. you need the animation fix mod
ArtanisKAI 18 nov 2024 om 23:31 
im not playing LWOTC. I have CI though if that mattered. In any case i unsubbed in favour of the no more psi amp
RustyDios  [auteur] 18 nov 2024 om 22:57 
Sounds like you are playing LWotC, which has issues with it's Soulfire animation when using non-conventional psiamps... there is a mod that fixes it, search for the "Soulfire Animation fix for LWotC"
ArtanisKAI 18 nov 2024 om 20:45 
anybody experiencing spagetti soldiers with this?
Zero 7 jul 2023 om 18:42 
Next run, this is just too cool.
wsmithjr02 12 jun 2023 om 23:23 
Well, after more testing, I mis-spoke a bit. It appears to be just a visual bug with the Soldier Abilities promotion screen. It shows that the Insanity skill was given in both ranks, but in fact, the psi op has all the skills he's supposed to have in combat and also in the skill list window. So, perhaps something else is causing the visual error. When I leave everything else as is and only remove the Implants mod, the visual error doesn't happen but everything else is the way it should be with the mod in use. Not sure what's causing the wrong label but it's a fairly harmless issue.
Thanks for the help and work on the mod.
RustyDios  [auteur] 12 jun 2023 om 20:50 
This mod shouldn't have any input on classes at all. There's no code or config to do with classes in the entire mod.
wsmithjr02 12 jun 2023 om 20:43 
I've tested it with LWotC. It doesn't crash but it does cause an issue with the Psi Op starting skills. LWotC gives Soulfire at Initiate and Mind Merge and Insanity at Acolyte rank. However, with Psi Implants enabled, Insanity is given at Initiate instead of Soulfire, and is assigned again at Acolyte. I've looked through the configs but didn't see where this is changed.
RustyDios  [auteur] 11 jun 2023 om 11:04 
This should be compatible with LWotC and CI, no extra config or bridge mods required
HKR31 11 jun 2023 om 8:31 
Do i need to add any config or bridge if using with covert infiltration?
wsmithjr02 25 mei 2023 om 4:43 
Anyone know if this is compatible with LWotC?
jat11241976 13 feb 2023 om 11:54 
Ok, appreciate you rusty 🙏
RustyDios  [auteur] 13 feb 2023 om 8:03 
It should. Well it won't crash. The implants might not show up until after the main Psionics tech is done though. As they are a new item that StartingPsiAmps is not adjusting.
jat11241976 12 feb 2023 om 18:56 
This should work with Starting Psi Amps, I would guess?
Bastion 30 jul 2022 om 10:29 
Ok thanks!
RustyDios  [auteur] 30 jul 2022 om 10:13 
No?
It is basically a psi-amp with an alternative animation set.
Bastion 30 jul 2022 om 5:03 
does this work on templar allowing them to use thier powers without shard gauntlets?
RustyDios  [auteur] 8 apr 2022 om 12:02 
Not that I know of.
Yusukitty 8 apr 2022 om 11:43 
any way to make this into a utility item?
CrazyOdd 4 okt 2021 om 17:21 
I will just start over, without the starting tech, and see if its still an issue.
RustyDios  [auteur] 4 okt 2021 om 16:55 
Well the Biotic Schematics won't matter either in a CI/PA game, as they should be individually built too, by another bridge.. CI/PA removes the PsiAmp Schematics
CrazyOdd 4 okt 2021 om 15:59 
I guess "bMergeBioticSchematics = true", is not triggering, do to one of the another mods.
CrazyOdd 4 okt 2021 om 15:40 
Full Steam shutdown and restart the game, still no PSI implant.

Guess Starting Research, is to blame, as things is probably not unlocking in right order. Still a bit weird it only effect Implant and not anything else PSI related.
RustyDios  [auteur] 4 okt 2021 om 15:30 
well, the starting tech might be messing it up.. but I can't see it doing so..

"bOneMorePsiAmp_CanBeBuilt = true" does NOT require a new campaign, should take effect on the next game start ... but it shouldn't be needed as the PA configs should adjust ...

When I next get some free time, I'll investigate :)
CrazyOdd 4 okt 2021 om 15:27 
[WOTC] Proving Ground Overhaul V2, [WotC] Research Rework, [WOTC] Better Laboratory, [WOTC] Weapon and Item Overhaul, [WOTC] Tygan's Tech: Starting Research (starts with Psionics).

Thats should be the list that effect research, yet all other modded items seems to work perfect.
RustyDios  [auteur] 4 okt 2021 om 15:23 
If running in CI with Prototype Armory.. you shouldn't need to adjust anything to make the Advanced tiers buildable, and they should be buildable at the same time as the Advanced Psi Amp
CrazyOdd 4 okt 2021 om 14:49 
Do "bOneMorePsiAmp_CanBeBuilt = true" require new campaign? Thought I didnt need to change anything, do to the "auto config/detect" with Prototype Armory.

Same problem as below, no advanced PSI implant to be found, just Advanced PSI Amp, even with full Magnetic weapon research.
Larsen 16 sep 2021 om 7:10 
for now i will just use the good old Psi Amps, for this playthrough.
Larsen 16 sep 2021 om 3:36 
i have CI, and dont know what to change in the config to fix it, i have had a look and tested differnt things, i guess i have yet edited the right lines yet, or is it in CI files i have to look?
RustyDios  [auteur] 15 sep 2021 om 18:05 
Are you running a single build mod setup? (like LWotC or CI) .. and have you set the configs for this mod to respect single-built items ?
Larsen 15 sep 2021 om 11:24 
cant upgrade the psi implants, even if i have the psi research done and have build upgraded psi amps, they still dont show up for me for my soldiers to use.
Nero 30 aug 2021 om 22:11 
thx :D
RustyDios  [auteur] 30 aug 2021 om 9:32 
Should be fine, you get these as starting items anyway (and if you don't it should be changeable in the config files)

They are under the same weapon group as normal psi-amps, so should work for RPGO :)
Nero 30 aug 2021 om 7:54 
compatibility with starting psi amps and rpg overhaul?
Adlantis 27 apr 2021 om 7:18 
Ok, thanks. Anyway a great mod.
RustyDios  [auteur] 27 apr 2021 om 7:16 
hmm.. yeah, there's one or two abilities that still charge up like that, but with the implant you should be seeing more of the animations from the "no more psi amps" mod.

it all depends on what animation cue the ability is set to use, which unfortunately you'll need the mod-author to change
Adlantis 27 apr 2021 om 7:09 
My problem is that my soldier has the Implant equipped, but when using Psionic abilities (from the Chimera mod) he looks like hes grabbing the (non existant) Psi Amp from his back and then uses the base game psionic animations. Just without a visible Psi Amp.
RustyDios  [auteur] 27 apr 2021 om 7:02 
okay.. so then this mod is doing what it is suppose to do ?
You should have Implant Amps = no amp animations, and unlocked and fitted on most psionic classes ... until you do the Psionic research where you'll get normal amps with normal animations ?
Adlantis 27 apr 2021 om 6:21 
It doesn't produce an Amp for the animations. It essentially looks like if I were using the Invisible Amp mod. No amp, but the bodies move like in vanilla.
Would those animation calls be something I could do with the modding tools? Otherwise I'll try asking the Chimera Mod author.
RustyDios  [auteur] 27 apr 2021 om 6:09 
Yes. If using/equiping the Implant doesn't make the amp-less animations appear ( and the class somehow produces an amp from no-where for the charge-up normal animations?) ... then you need to find and change what animations the class/abilities are calling on. Might not be something you can do personally, but would likely be something the mod author needs to fix/update.

I'm sorry the Chimera Class Pack is one I don't use personally and don't natively support. But this should work with -most- standard psionic abilities/animations.
Adlantis 27 apr 2021 om 5:13 
I'm using Chimera Classes and while the Implant itself does appear, the animations are the original vanilla one (just without the Amp). I assume this is because Chimera uses its own abilities. Is there anything I can do to make custom abilities use the Amp-less animations?
Voldiego 27 feb 2021 om 8:13 
nice, now my DEMON can use psionic fine witchout that big thing what "upgrading psionic" thx man
B4skerV1lle 25 jan 2021 om 14:33 
Yeah, English isnt my main language so sorry for the confusion ^^
Maybe I should have taken a look at the original necro boi befor, but thank you for clearing this up for me ^^
RustyDios  [auteur] 25 jan 2021 om 12:02 
Ah, right.. Both on the same page now, I think ;)

This mod lets you use Implants as well as Psi Amps. Necromancers (in non-rpgo) have the default setup of a NecroStaff and Psi Amp .... this mod changes that default setup to be a NecroStaff and Psi Implant. :)

This is the bit that was throwing me off;
"but I can not use the abilities that require the NecroStaff" ?