XCOM 2
Invisible PsiAmps [WotC]
44 Comments
Russell8540 11 May, 2024 @ 6:34am 
Can you do the sword and knife?
Austere Hare 29 Sep, 2023 @ 8:34am 
what about invisible templar gauntlets?
:lunar2020halodragon:
sindri42 27 Apr, 2020 @ 2:33pm 
Alas. Well, thank you for all the parts that do still work!
Kvalyr  [author] 24 Apr, 2020 @ 8:35pm 
The intent of the mod is for agents to do their normal casting animations with an empty hand; as indicated by the screenshots. That used to work and mostly still does as far as I know, but at some point Firaxis changed something and that broke for certain spells (mainly stasis).
sindri42 24 Apr, 2020 @ 2:40am 
This seems to be entirely removing the animation for psionics, rather than making the amp invisible. Is there a way to make the model invisible, so it looks like they're casting with an empty hand, instead of removing the item from the game?
I don't have any other mods installed that touch psionics as far as I know...
Aaewen 5 Jan, 2019 @ 3:51pm 
@neIVIesis There is an Advent armory mod with complete Advent weapons (you have to research their tiers too). And they have Advent psi amp version so you end up with 2 Psi amps to choose from. All the same, but different look. I think this is what you want.
Aaewen 4 Jan, 2019 @ 8:55pm 
It has been fun seeing Psi Ops casting magic with barehand. But I suspect XCOM refuses to play animation with some spells like Stasis. I clicked Stasis, Psi Ops aims a gun at the target ... 2 seconds later, the target falls to the knees and a forcefield is around him/her. No animation.
Stolas Suzie 14 Dec, 2018 @ 4:16pm 
Do you think you can make the Skirmisher ripjack/gauntlet invisible?
neIVIesis 13 Dec, 2018 @ 8:20pm 
I wish this mod instead of entirely altering psi amps, it would create an invisible secondary option, so we can have some soldiers with the invisible amp, and the regular amp.

Is this possible?
Badger 3 Nov, 2018 @ 10:13am 
It weirdly worked for me once, and then the next time i loaded the game up it didn't anymore
_b1ack0ut 22 Oct, 2018 @ 10:24pm 
Mod doesn't appear to work after TLP released
Green Raven 9 Oct, 2018 @ 6:12pm 
Doesnt seem to be working
Oniix 2 Jun, 2018 @ 1:08am 
ok i dont know why but now this mod doesnt work at all. the amp is still on his back in combat but not in the avenger or firebrand. the purple orb is gone however which i dont get. also it seems to stay as the base amp appearance even after upgrades. i honestly dont get why its doing this but if the mod author sees this could you tell me if anything conflicts? otherwise i dont know what to do.
Osmi ⚢ 22 May, 2018 @ 5:14am 
I've not had any problems with the animations at all using that mod, so I'm not sure what the problem could be. It might be something as simple as an incompatibility with another mod, in which case you could use the alternative mod launcher to check for that kind of thing.

https://www.reddit.com/r/xcom2mods/comments/7joq13/alternative_mod_launcher/

If you can't find any incompatibilities with that, you can always make a (free) account on reddit and ask in that forum if they could help. The people there are generally pretty good at figuring this stuff out.
Oniix 21 May, 2018 @ 8:09pm 
so do the animations still work with you using the psi overhaul? my guys would only point the gun they had and the effect would just happen. no purple aura, no psi power animation, nothing so if you have a fix for that PLEASE share it with me man. i love the mod since it feels like xcom eu/ew but i just really want the animations back.
Osmi ⚢ 21 May, 2018 @ 6:56pm 
I'm currently using the re-upload of the psi overhaul and not having any issues, but I haven't dared tried to mod templars to use psi amps again since. There's no need with that mod, and I can't fathom how much of my hair I'd pull out if that purple orb came back to haunt me again.
Oniix 21 May, 2018 @ 3:03pm 
i know the mod your talking about. its the one that gives a secondary spec for the hero classes. i tried using it but my game would always CTD before i could even get to the main menu and i disabled the mod as a result. the psionic overhaul initially made it completely invisble but when i turned it off (the mod disabled all the psi animations) the psi-amp orb appeared again. i dont know why they even put the psi-amp in since its so stupid :|
Osmi ⚢ 21 May, 2018 @ 5:37am 
I managed a few weeks ago to track down the issue on my end, which had something to do with modding Templars to be able to use psi amps.

The issue first appeared as I was making a custom mod that basically took away the templar auto pistol and replaced it with a psi amp. I tried a lot of things to fix the issue but eventually just gave up entirely. When I got a new PC, I tried the mod again and the issue had vanished, and so I went back and reinstalled the mod I had made to give Templars psi amps. As soon as I did that, the issue resurfaced, and even taking away the psi amps from Templars didn't fix it. I have zero idea what causes it at this point, or how to fix it.
Oniix 21 May, 2018 @ 1:13am 
yeah i have the purple orb as well. the odd thing is in my first play through i used a psi overhaul that made it entirely invisible but when i disabled that mod for the second play through it showed up again. its like the psi amp is giving me the finger and it's really annoying. any help would be greatly appreciated.
Drake 1 Jan, 2018 @ 9:43pm 
Please make an "invisible gauntlets" mod.
Niteshade 29 Dec, 2017 @ 1:56am 
First of all, I hope your vacation is going well :)
I would also like to confirm what Osmi noticed as well. It has also been a few months since i played Xcom2, the last time the Amp was completely invisble as was intended, but I to get the purple orb showing up in my game. Certainly isn't game breaking or a deal breaker. Still gonna use the mod anyway :)
Rebel Uccidere 21 Dec, 2017 @ 3:36pm 
Looks like a bunch of dbz character launching blasts like in the show, I like it.
Osmi ⚢ 18 Dec, 2017 @ 7:53am 
Ah, no worries! Thanks for getting back to me on that, and there's really no rush. I think it's probably a conflict of some kind, and since nobody else is reporting it, I'll just mess with some more things on my end and see if I can figure it out. Thanks for getting back to me!
Kvalyr  [author] 17 Dec, 2017 @ 5:26pm 
I haven't played XCOM2 in a while. Firaxis might have changed something that broke it, I'd need more people to verify. Last time I played, it was working. I'll be away on vacation without access to the game or mod tools until January, I'm afraid.
Osmi ⚢ 17 Dec, 2017 @ 5:12am 
I don't know if Kv still checks these, but has anyone else been having an issue lately where the purple "orb" of the psi-amp is still visible on the back of their character? It happens in both the loadout screens on the Avenger and during missions as well. It's even visible in the character pool.

I thought maybe it was a mod conflict, but I ran the game without any other mods and the issue persisted.
Lord Neccy 15 Oct, 2017 @ 7:12am 
Well I'm not really a modder myself, but I wouldn't be surprised if the animations for abilities were tied to the visual psi amp, since if this mod removed them completely then you wouldn't even be able to have Psi Operatives to begin with.
Kvalyr  [author] 15 Oct, 2017 @ 12:39am 
@Lord Neccy: I'll have to verify the Priest anims issue and look into it - This mod shouldn't be having any detrimental effects on XCOM Psi Operative animations though - The whole design of this mod is to make the Psi Amps invisible (as opposed to removing them) precisely because the animations (and the visual effects of casting) are tied to them.

I hate Psi Amps myself for the same reasons as you; and the same reasons that I hate caster wands in medieval fantasy.
Lord Neccy 15 Oct, 2017 @ 12:14am 
Yeah, they used to play the animations just fine before, even got some other people telling me that Psi Amps are tied to the animations for Priest and Operative abilities.
Really I just got this mod because I preferred the way psi visuals were in EU and EW, not some shitty looking extra psi gear. Psi amps make the abilities just look fundamentally underwhelming, cause what if your soldier loses his amp? Wouldn't he just be useless then? Isn't the entire reason the Ethereals are harvesting Humanity because we have incredible psionic potential? Whereas in EU and EW you could just kill everything with your mind.
Kvalyr  [author] 14 Oct, 2017 @ 4:19pm 
@Lord Neccy: I haven't tested with/without but I was under the impression that Advent Priests already had broken animations in WotC without any mods. I may be wrong about that; can you confirm that it happens only with the mod enabled?
Lord Neccy 14 Oct, 2017 @ 10:07am 
I dunno why, but this mod seems to break the visuals of psi abilities for ADVENT Priests and Psi Operatives. The Priest will just point their gun at their target and any ability they use will still take effect, the visuals just don't play. Same with their Sustain ability just dropping them to their knees and being invulnerable for a turn. Sometimes that happens to Psi operatives too, other times it plays fine. Sectoids and Gatekeepers aren't affected, and I haven't seen any issue with Avatars yet, it's just weird. And in Photo-booth it doesn't show the amps either obviously but also not any psi power effects.
[WTS]DrewDawgofWar 11 Sep, 2017 @ 4:03pm 
Sweet! Thanks!
jander2069 3 Sep, 2017 @ 12:54pm 
Now work for my Mage class, and Biotic class. Good work.
Kvalyr  [author] 3 Sep, 2017 @ 11:26am 
Just uploaded a new version. PsiAmps showing in tactical view should now be fixed. I've only tested with the Sid Meier cheat soldier but all other PsiAmps should be fixed too.

Please let me know if Psi Amps still show in any situation.
_b1ack0ut 3 Sep, 2017 @ 8:09am 
you know, i think im in love with you

didnt take long at all for you to update this
MaCC165 3 Sep, 2017 @ 6:46am 
k i wondered why i can see them in tactical game...just give it time
jander2069 3 Sep, 2017 @ 2:34am 
This mod only work with Psi soldiers? I asking that because I am using a mod class, and when I see the 'Mage' class attack I can see the Psi amp. I can do something for don't see it?
Kvalyr  [author] 2 Sep, 2017 @ 4:52pm 
@RealityMachina You're probably right. I'm currently wrestling with the SDK and trying to get it to actually behave for once; but right now it's not loading any of the actual game's assets or archetypes into the editor so fixing this mod is stalled until I can figure that out.
Terse 2 Sep, 2017 @ 3:16pm 
Just in time for my first Psi Lab to be completed, thank you Sir! :)
Gantros 2 Sep, 2017 @ 9:19am 
You know, I think it was a missed opportunity on Firaxis' part to not give you the Chosen Warlock's Gauntlets as a replacement for the Psi Amp. Instead, you only get his Assault Rifle.
RealityMachina 2 Sep, 2017 @ 6:54am 
Since this seems to be a direct port: the hidden tag you're using for this seems to apply to the strategy view only: in tactical view they're quite visible from what I've experienced with the biotic mod.
Alchubansio Pijante II 2 Sep, 2017 @ 6:07am 
Yes! Despise those psi amps! thank you good sir
MaCC165 2 Sep, 2017 @ 3:30am 
great, ty vm, hate these psiamps
Venkas 2 Sep, 2017 @ 3:11am 
My hero~
Naoshi 2 Sep, 2017 @ 3:01am 
thank you