XCOM 2
Psi Rookies Rebalanced WotC
31 Comments
ultimentra 10 Oct, 2018 @ 5:58pm 
Thank you for the update malidictus, love this mod my dude
Malidictus  [author] 10 Oct, 2018 @ 11:48am 
Minor update to the mod. I added compatibility with the new PsiOps armour set in the Tactical Legacy Pack DLC. For those of you who've made local changes to the mod - those change will be reverted by Steam's mod update system. I'm sorry about that.

Aegelweard - you're going to need to re-delete the files you did last time, else the abilit changes will reactivate themselves.
Malidictus  [author] 9 Feb, 2018 @ 12:00pm 
Yikes! Yeah, if ClassData vanishes on you, then the class doesn't exist. XCOM 2 is fairly stable in that it won't crash, but behaviour becomes highly unpredictable. I had a lot of issues like that developing my Resistance Rebalance mod (whatever that was called).
Aegelweard 9 Feb, 2018 @ 10:04am 
Think I found the issue: XComClassData.ini had misteriously disappeared. Will try to re-sub.
Malidictus  [author] 9 Feb, 2018 @ 5:05am 
I genuinely have no idea how that might even happen. Like I said in the description, this is primarily an ini tweak mod, I see no reason why it would cause your weapons to not load. Are you sure you got the name of the weapon right? What name are you using?

Could be a mod conflict of some kind. I've never used the New Promotion Screen by Default mod, myself (don't really like that screen, so I hadn't considered it). Can you try disabling that and see if the promotion issue persists? I didn't realy do anything different from the Vanilla game's class definition. Could be one of the mods you're using requires you to actively specify custom classes somewhere in its settings?
Aegelweard 8 Feb, 2018 @ 11:31pm 
I have an issue with this mod. I played a mission, leveled up my soldier and now choosing a perk for them does not work. It says that a soldier awaits promotion, I go to promotion screen, pick an ability, confirm aaaaand.. nothing happens (using "New Promotion Screen by Default"). No AP deducted, no ability chosen, soldier awaits promotion.
Also, after adding that line to specified .ini unit's loadout has gone crazy: no weapon that I give to the soldier is rendered or considered given. :\
Malidictus  [author] 3 Feb, 2018 @ 12:02pm 
I haven't messed with mods for a while so I don't recall exactly. However, you should be able to add a copy of the +AllowedWeapons line in XComClassData.ini. Make sure it's a PrimaryWeapon and track down the actual weapon name (which I don't know off-hand). I don't actually know how that's handled in terms of placing the item in your inventory, though.
Aegelweard 3 Feb, 2018 @ 11:46am 
Is there a way I can make Psionic Reaper (psi rifle) usable by the Gifted?
Aegelweard 16 Jan, 2018 @ 12:41pm 
Okay. Good to know. Thanks.
Malidictus  [author] 16 Jan, 2018 @ 12:37pm 
I haven't tested them together, but they're basically the same mod. I more or less stole his code (with permission, naturally) and attached a bunch of modifications to it. Use either this mod or Pegazuls, not both together. Load order is going to start to matter and I haven't the foggiest idea how that's determined.
Aegelweard 16 Jan, 2018 @ 12:32pm 
Does this mod conflict with Pegazul's Psi Rookies or adds to it?
Malidictus  [author] 28 Sep, 2017 @ 3:19pm 
I'd like to vent a little bit. I finally figured out why Psi Offense isn't shown for Psi Rookies. The UISoldierHeader class has a PopulateData() function which is responsible for populating the Barracks. The Stat_PsiOffense stat is only displayed if the IsPsiOperative() function from the XComGameState_Unit class returns true... And that function only returns true if your class is called 'PsiOperative'.

They couldn't have included, say, a bIsPsionic variable which defaults to false that a mod-maker could flip to true? There is one for X2CharacterTemplate used by the Aliens and Advent, but not in X2SoldierClassTemplate as used by XCOM's soldiers. No, have to hard-code it to check for the specific name of the one specific Psionic soldier class. What if I want to have multiple psionic classes?

*sigh*
This is probably fixable, but I don't know how to fix it yet...
Malidictus  [author] 16 Sep, 2017 @ 1:35pm 
I'm honestly not sure why that would be. I don't see anything in the Holy Warrior definition which would restrict it to just the Priest. There's a X2Condition_UnitEffectsApplying object which, according to code comments, controls shooter conditions which I'm not entirely sure what it does. That might be it.
Sexy Republican 16 Sep, 2017 @ 10:44am 
Thanks for your help . I've tested them and they are indeed working but with a broken animation. The only thing that didint work was holy warrior. It doesnt even show up at all
Malidictus  [author] 15 Sep, 2017 @ 6:40am 
I can't seem to find a decent centralised source for names. You'd need to go digging through the class files. The abilities you asked for are, near as I can tall: 'Mindspin' and 'PsiReanimation'.

The Codex (which is called "Cyberus" internally) actually has two Psi Bomb abilities - 'PsiBombStage1' and 'PsiBombStage2', however I don't think you can use that. PsiBombStage1 is what you're after, but Stage2 is hard-coded to trigger at "eGameRule_PlayerTurnBegin. It always fires on the player turn start.

The Priest actually has three Holy Warrior skills, 'HolyWarriorM1', 'HolyWarriorM2' and 'HolyWarriorM3'. They all have different stats pulled from the ini files and I have no idea which one is used when. They may be tied to alien force level or ADVENT tech level or some such.

I don't know if you can use ANY of these abilities, to be honest. Priest skills might work since they use the Psi Operative rig, but I suspect you'll start running into broken animations.
Sexy Republican 15 Sep, 2017 @ 6:12am 
Hey thanks for ths mod but i have a question. Lets say I wanted to replace insanity with MindSpin or reanimation or codex's psi bomb or priest's holy warrior. Could you tell me their ability names so i can do it ? I dont have very fast internet so i cant download sdk.
Malidictus  [author] 9 Sep, 2017 @ 8:39am 
Ah, Psi Offence. Yeah, I'm not sure how to get that to appear in the Armour, though it does appear if you mouse-over the soldier's name during a Tactical mission.
Oblivious Naga 9 Sep, 2017 @ 7:37am 
its the power of the psi abilitys aka chance to inflict insanity. Was introduced when will was changed
Malidictus  [author] 9 Sep, 2017 @ 5:20am 
I'm honestly not sure what a Psi stat is.
Oblivious Naga 8 Sep, 2017 @ 10:20pm 
Curious to know why Psi rookies dont show the Psi stat?
Malidictus  [author] 8 Sep, 2017 @ 5:59pm 
@A Wizard Did It: I agree completely. Honestly, I'd do the same with the Resistance "hero" classes but those have... Issues transitioning to regular play. Animations don't always work, weapons are locked, etc. Psi Rookies, at least, didn't have any complicated issues like that :)
A Wizard Did It 8 Sep, 2017 @ 5:17pm 
Ok just tested and you can use the MakeSoldierAClass using the class name "NewPsiClass". So if you open up your command console and type in (for example):

MakeSoldierAClass "Jane Kelly" NewPsiClass

It will make Jane Kelly (or whatever Psi-Operative you entered the name for) into a Gifted soldier.

Additionally if you go to the XComClassData file for this mod (which should be located in your Steam directory at SteamApps\workshop\content\268500\1123813092\Config) and set the values NumInForcedDeck and NumInDeck to =0 it should prevent a rookie from ever being promoted to it and will make it not an option in the Guerilla Training school. Not as great as having it all built into a mod by default, but certainly better than nothing and Malidictus won't have to endure pestering about it ;)
A Wizard Did It 8 Sep, 2017 @ 4:33pm 
This is just what I was looking for with my game. Love psionics but don't much care for their current implementation of just leaving them in the oven to bake in the psi lab to grab all of their powers with no risk. Being able to get psi soldiers that have to make some harder choices, can't get Dominate right out of the gate, and even get some training center perks might make for some more interesting psi-operatives. Thanks :)

@OverkillEngine Until someone does what you're requesting, you can kinda manually do this yourself through the console (I think) by using the MakeSoldierAClass command. Train a soldier in the psi-lab and then when they come out switch their class to "Gifted". I'm going to try it out myself here in a bit.
Malidictus  [author] 2 Sep, 2017 @ 5:07am 
Ooh, that would be well above my skill level, unfortunately. Adding a new Vanilla class which uses the Psi Ops skills is easy - that's just an ini tweak following the establisehd format. Hooking that class off the Psi Lab in a way that still functions as a basic class would require a serious amount of new code that I simply don't know how to make. It would involve new UI and probably new functionality.

Remember - the majority of this mod isn't even mine. I took it from Pegazul and added a few basic tweaks :)
OverkillEngine 1 Sep, 2017 @ 10:36pm 
Love the rework to make psi-operatives mesh better with WOTC mechanics. I know based on your prior posts you dislike the psi-lab, but is there any way you could perhaps be persuaded to rework it to function as a way to manually promote from Rookie->Gifted the way the GTS works for manually selecting other classes and also lets them retrain their abilities like the Training Center? This would give it a reason to exist but still allow random Gifted to show up in the roster if one does not want to spend the funds/allocate build space in the Avenger.
Malidictus  [author] 1 Sep, 2017 @ 4:36am 
The original Psi Operatives can get all skills from both of their trees if you leave them marinating in the Psi Lab long enough. I'm not entirely sure how the new system for Training works in War of the Chosen (still don't have a Training Centre) so that MIGHT be possible with the Gifted if you dump enough AP into them.

However, yes - you don't need a Psi Lab. Indeed, I'm using a mod to entirely disable that, because I HATE it as a concept.
Вecё/\b|й Kpo\/иk 1 Sep, 2017 @ 12:50am 
Interesting..
So with this mod i don't need a psi-lab anymore?
Or original psi-operative have any bonuses?
Malidictus  [author] 31 Aug, 2017 @ 4:16am 
The standard Psi Ops have bAllowAWCAbilities=0, while the Gifted have bAllowAWCAbilities=1, so yes - the Gifted should be able to get Training Centre perks. I've not been able to verify this myself yet as I don't have a training centre on account of wrestling with the SDK for two solid days :) But they should work like any other class.
Coogaar 30 Aug, 2017 @ 8:45pm 
Can Gifted get Training Center perks, like a standard class, or do they not, like a standard Psi Ops?
Malidictus  [author] 30 Aug, 2017 @ 7:00am 
Depends on where you want to put it, but yes - it's actually fairly trivial. You want to edit XComClassData, that's where all the abilities are defined. Soldier ranks are arranged in order, empty brackets mean "no skill in that slot." I eft an empty slot at first promotion where Soulfire used to me and replaced SoulSteal with Soulfire in slot one, promotion 3. Have a look at the config file, the format is actually pretty self-explanatory and mostly copied from the vanilla Psi Operative anyway.

Alternately, you can check on Pegazul and see if he updates his own Psi Rookies mod for War of the Chosen. I copied most of the Vanilla version of this mod from his to begin with.
Gel214th 30 Aug, 2017 @ 6:46am 
Can I put back Soulsteal if I wanted to, or is that too much work for a casual .ini file hacker?