XCOM 2
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[WOTC] Psionics Ex Machina 3.4
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7 Sep, 2020 @ 11:04am
16 Dec, 2024 @ 9:27am
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[WOTC] Psionics Ex Machina 3.4

Description
What and Why?
Like many, we've never been fond of the Vanilla Psi-Op, and whilst other psi overhauls have been made, they normally make the psi- op a little over powered for our tastes.
Inspired by how DerBK did ABB:Psionics, MrCloista came up with this idea;
Psionics, as stated by Geist, is native to all humans, but it takes training and technology to draw it out. XCOM does not have the time for years of focused training. So it has come down to some highly experimental technology.

New Mechanics:
Old Psi-Lab is gone, vanilla Psi-Op too. (This is optional in the config file).
In it's place is an entire NEW facility.
  • Psionic abilities are now granted exclusively by gear.
  • Psionics: The main Psionic Research is now unlocked by Sectoid OR Priest Autopsy.
    This gives access to building the facility and basic amps.
  • Psi Amps: Grant a starting perk (default is Syphon Will) and provide Upgrade Slots (2/3/4). Psi Amps are still secondary weapons, and have been granted to all of the vanilla XCOM classes. This mod has support for the Dedicated Pistol Slot , allowing Psi Amp use in that slot.You still require the main research to unlock the CV tier Psi Amp!.
  • NEW Resource: Crystallised MELD: Used to build PexM gear, and a callback to EU/EW.
  • GEMs: Active Psi Abilities are granted by Weapon Upgrades, called GEMs, placed into the revamped Psi Amps. Yes, the new Psi Amp functionality was inspired by the Infinity Gauntlet. GEMs List
  • PCSs: Passive Psi Abilities are granted by Psi PCSs with a bonus to Psi Offense (42-69) and Will (1-11). PCS List
  • TECHs: There are 5 new Techs in the new facility, Psi: PCS, Psi: GEMs, MELD Extraction and 2 Projects to Upgrade Amps to the next tier.
  • Mag tier Amps require the Priest autopsy. Beam tier amps require a GateKeeper autopsy.
    Both of these need further study projects completed in the facility.
  • NEW FACILITY: An entire new facility dedicated to creating the above projects and minor Psionic grading. Built from the ground up!
  • Breakthroughs: 1 to improve the slots of Psi Amps, 3 to cut the costs of the facility and it's upgrades.
  • Loot Tables: Most GEM upgrades and PCSs are fully lootable, but some are also Project Exclusive!
  • Lost Corpses: Now have a decent use as the requirement for the extraction project. Used to create more MELD.
  • Will As Mana: Inspired by DerBK's Will as Mana, most GEM castable abilities now cost some Will to use. If your Will is too low, they cannot be cast. Some classes (Psionics, Templars, Stormriders, Biotics, Wardens etc) are excluded from the Will Cost, but not the minimum Will requirement.
  • Tiered Casting: GEMs have a multitude of tiers that modify the Will cost. GEMs of tier 3 (config editable) or above are mutually exclusive.
  • NEW ABILITIES: A selection of new abilities to enable the above; Syphon Will, Clarity of Mind and Psi Grading.

Results:
At maximum, this means that any soldier will be capable of around 100 PsiOffense, 1 Passive and a number of Active Psi Perks.
At the cost of some Will, a secondary weapon and PCS as a trade off, making it a more interesting choice whether to take psionics or not, and how and when to use them.

Useful UI Info:
Detailed Soldier List Redux will always display the PsiOffense stats in the soldier lists
UI Mod for Def/Mob/Psi allows you to see the PSI stat in the Armoury UI, but not elsewhere.
Extended Personal Info Redux lets you see the PSI stat in the Soldier List Sidebar. The grading perk shows in the sidebar. The GEM abilities can only be seen on the weapon.
RoboJumpers Squad Select UI Shows the PSI Stat after the main 'Psionics' research is done
Unit Flag Extended Can shows the PSI stats & does show Will Stats on the Unit Flag.
Standardised Resource Bar shows the amount of MELD on most screens.
PexM Show Unlocks creates an unlock list of the GEM's and PCS' you have gathered so far.
Improved Weapon Upgrade UI makes viewing GEM upgrade attachments easier.

Configs:
Lots of costs, and values and stuff can be changed in the config files.
Please read and adjust what you want for your playstyle.

Compatibility:
Please see discussion thread for any known conflicts and a list of all working perk packs.

Requirements:
AND one of the below

Credits:
PexM Team Members;
  • MrCloista - Concept and Project Lead
  • RustyDios - Lead Dev
  • TeslaRage - Dev Support
  • dotvhs & nelVlesis - New 2D art
  • Flashstriker - Lore/Flavour Text consultant

Special Thanks To:
Bstar, Iridar, Robojumper, Veehementia, PZ, Musashi, Mitzruti, Favid, Xymanek; et al for building the mods this is built upon.
Mitzruti and NotSoLoneWolf for helping with the code for the new research options.
Drakten-Hughes for help with the loot tables.
RealityMachina for code from Cross Weapon Training that allows the cross training into Psionic Rifles.
DerBK for ABB and Will-as-Mana which provided the inspiration for the ideas.

Translations: Russian by Aks. French by TRNeedAName. Korean by Kei. Chinese by Tommy.

Thanks to help from AstralDescend/Xymanek, RedDobe and Kdm2k6 for the UI fix to show resources and fixing issues with the Facility Project menus and general Facility/UI help.
Shoutout to Xylthixlm for XMB which the training perk drew inspiration from

Thanks also to the BETA testers; NelVlesis, Kexx, DragonKingAbashi, Drakten, ObelixDK, Amezzeray, CmdrEmily, CrazyEyed1, SOPHIA, BowWow, DeaconIvory and CommanderOdd.

Feedback would be greatly appreciated. Bug reports welcome.

~ Enjoy !! It was a team effort so it wouldn't be OK to ask for a Cuppa Tea[www.buymeacoffee.com]
- but I (RustyDios) put a lot of personal work into this project so I'm going to ask anyway :)

~ Enjoy !! If you like what I do, please Buy My Cats Treats[www.buymeacoffee.com]
- (MrCloista - Project Lead) who slaved for hours with ideas to get this formulated and balanced
Popular Discussions View All (9)
48
29 Sep, 2023 @ 1:44am
v3.1 Update Notes
RustyDios
51
8 Jul @ 9:15pm
PINNED: Mod Compatibility List
RustyDios
7
9 Sep, 2021 @ 12:12am
PINNED: Experimental Psionics: Empowered Gem List
MrCloista
809 Comments
RustyDios  [author] 26 Jul @ 10:40am 
somewhere in the XComPsionicsExMachina.ini ... its pretty well commented, I'm just not at my PC to tell you the exact location
Xantharion 26 Jul @ 10:15am 
So playing on legend difficulty the psionic grading takes 6 days to complete. Just wondering where in the config file I could change this to a slightly less time and what I would need to change
Soul 25 Jul @ 4:44am 
You could also get a mod that change a bit how the psionic work,probably one making it more like the other classes,a promotion one rather than tied to the facility itself.
RustyDios  [author] 24 Jul @ 11:18pm 
There's no need for that class with this mod.

But yes there is a way if you really want/need it. Go into the config files and change the option to TrashTheOldLab to false.. and then comment out the section that removed the class in the classdata ... you'll need to build *both* labs to utilise the old class ..... ....
AssistantRat72 24 Jul @ 10:48pm 
is there still a way to get the Psionic class and/or how do you get that class?
RustyDios  [author] 23 Jul @ 10:52pm 
They count up, 1 is low/worst, 5 is high/better
Tommy 23 Jul @ 5:44pm 
Psionic Grades are 5>4>3>2>1?
Or 5<4<3<2<1?
Terra_Wiccanbird 15 Jul @ 5:43pm 
this mod is really cool, you basically added a materia system to the game lol
MrCloista  [author] 27 May @ 4:05pm 
You'd need to ask on the lwotc modpage for that.
< blank > 26 May @ 8:05pm 
Please indicate in which file and where exactly 'the number of slots the Amps' is located. Thank you