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Aegelweard - you're going to need to re-delete the files you did last time, else the abilit changes will reactivate themselves.
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?
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. :\
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...
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.
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 ;)
@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.
Remember - the majority of this mod isn't even mine. I took it from Pegazul and added a few basic tweaks :)
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.
So with this mod i don't need a psi-lab anymore?
Or original psi-operative have any bonuses?
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.