XCOM 2
WOTC: Recruitable PsiOp
40 Comments
MadMonkee10 22 Sep, 2024 @ 3:46pm 
I have a mod that lets me spend AP to increase stats, problem is that vanilla Psi-Ops can't use it due to not being able to access the Training Center, so this solves that issue, problem is I also have the MOCX mod and I don't think the MOCX Psi-Ops can convert to Natural Psions when successfully captured
wizard3163 26 Sep, 2022 @ 7:05pm 
Is there a class name that would allow changing a soldiers class to natural psion via Additional Console Commands Mod? Haven't found ini file that list the id of custom classes.
Verus Redemptio 19 Dec, 2020 @ 12:29pm 
This mod is nice but entirely too aggressive. 95% of the units recruited in missions are Natural Psions.
Mirahael 23 Nov, 2019 @ 10:05am 
Suggestion: Making Character Pool Units become Psions

In the Character Pool, try setting units as the class the mod introduces. not default psi-ops, might work then.
Projekt XIII 22 Jan, 2019 @ 11:11pm 
Commander's Choice doesn't seem to recognize this as a selectable class, which is odd considering it did so just awhile ago.
Penny  [author] 20 Nov, 2018 @ 2:42pm 
If I recall correctly, this class is distinct from the ones trained by the psi-lab. So, it likely will not use operatives from your character pool and should work with any mod equipment that doesn't change the base abilities, or is class-specific.
am.twaddle 19 Nov, 2018 @ 5:34pm 
Does this Use PSI Operatives from your charecter pool? I Have Psi operative from My previous Cmapiang and was wondering.
WrathTKL 9 Nov, 2018 @ 6:48am 
Does this mod allow the equipable PSI armor from the Tactical Legacy pack?
chochocho 26 Sep, 2017 @ 8:56am 
any way to make the psion display the psi stat in their profile? its blacked out atm, but displayed on psi ops from psi lab
Gliese581 23 Sep, 2017 @ 4:14am 
Penny ok thankyou that makes sense. I would love it if you involved the Psi Lab and made the Psi Ops remain a late game class but one that you must use in battle and get attached to like ordinary classes in order for it to grow in power so you have my support for that idea. :)
Penny  [author] 21 Sep, 2017 @ 4:59pm 
@Gliese581 Yes, the chances are the same, but can be adjusted via the method described in my earlier comments. The psilab still acts the same allowing you to promote units to the psioperative class with their normal method of promotion (i.e. chilling in the lab for months on end). Since the class added by my mod and the normal psiop class share the same skills, I view the psilab as an almost, kind0fo-sort-of GTS. I apologize for the confusion, I could have been more precise in my language.

While I'd love to make it an option to make the psilab a requirement for the class, I don't really want to go beyond config files atm. Maybe when I have more time...

@Olin011 Yep!
Olin011 21 Sep, 2017 @ 5:16am 
So just to clarify, we can still train regular psi ops with this mod after we build the psi lab, correct?
Gliese581 18 Sep, 2017 @ 5:33am 
@Penny I see. Are the chance to get one the same as all the other classes?

I guess I misunderstood you when you said "With this mod, the purpose of the psilab is to act as a sort of GTS, allowing people to manually promote people into a psionic class." I took that to mean the Psilab would be the GTS for Psions.
Penny  [author] 17 Sep, 2017 @ 11:00pm 
@Gliese581 At the moment, I believe the only ways to get them are as a random promotion from a rookie or as a mission reward.

@boisegangpc In the int/XomGame.int file, change the lines that read +RankIcons[n]= "..."
Boisegangpc 17 Sep, 2017 @ 10:09pm 
How'd you make it so the Psion uses a custom rank icon set? Asking because I'd like to implement custom rank icons for the Skirmishers, Reapers, and Templars later as a mod.
Gliese581 16 Sep, 2017 @ 8:36pm 
Penny: In what ways is it possible if any to get a Natural Psion outside of training a rookie in the Psi Lab? Can you get it from normal promotion at the start of the game or as a mission reward?

I like your goal of getting the psi lab and psionic soldiers more involved. It's always been my stance that having soldiers not fight and level up in that way removes the attachment between the soldier and the player that XCOM is otherwise trying to foster. The same is true for getting a major or colonel as mission reward. How am I supposed to care about a random guy I never sent on a mission, and now they're one of my best soldiers out of nowhere? :/

I would prefer it if you couldn't get psi-troops unless you trained them in the lab, I guess as a reward is ok but it would be cool if the chance of that is rarer than for regular classes.
Waladil 16 Sep, 2017 @ 7:50pm 
@penny Researched it yes I think but not built the Lab. Other mods a bunch but none that fiddle with psionics. No custom changes to ini. It didn't reproduce in later missions
Penny  [author] 16 Sep, 2017 @ 7:26pm 
@Sexy Republican You shouldn't need the sdk to find the names, just parse through your configuration files looking for them (C:\Program Files (x86)\Steam\SteamApps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config) probably in DefaultClassData.ini iirc. If I get a chance, over the next few days, I'll type up a longer tutorial for you.
Penny  [author] 16 Sep, 2017 @ 7:26pm 
@UnhipComa I intend to reduce the AP gain of the class in the future, but I'm still debating some other changes. Most of your suggested changes can actually be implemented by just tweaking the files in the mod (just use a text editor). Btw: your comments were perfectly reasonable, not assholeish at all :)

@Waladil That's surprising to hear. The class doesn't actually modify the original abilities of the psiop class, so theoretically the same thing would have happened if a normal psiop had used the ability. Three questions: had you researched psionics by that point, what other mods are you using, and had you made any personal changes to the mod's ini?

@Esg Yes, with identical growth rates to the psiops.
Penny  [author] 16 Sep, 2017 @ 7:26pm 
Hi everyone, thanks for your feedback. The major problem I hoped to address with this mod was the fact that my psiops mostly wind up sitting in the training center and don't see action until the end of the game. With this mod, the purpose of the psilab is to act as a sort of GTS, allowing people to manually promote people into a psionic class.

I don't want to go too deep into mining through things beyond the configuration files, so modifying the role of the psilab, or tying the class to a faction is probably outside the immediate scope :(
Sexy Republican 15 Sep, 2017 @ 6:10am 
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.
Esg 14 Sep, 2017 @ 9:51pm 
Does this still use the psi stat to boost its abilities?
Waladil 14 Sep, 2017 @ 3:49pm 
Had some bugs that I think are from this mod. In a resistance siege mission (the one with two objective and active resistance fighters, not the old one), I was fielding 3 natural psions with insanity. I had them use insanity on various Mutons and whenever I did, three unusual things happened:
1. The psion ran the shooting animation, complete with bullets firing. Didn't seem to have any gameplay effects though.
2. The first objective "completed" and my civilians saved count went up.
3. The resistance fighters took a free move.
Gliese581 12 Sep, 2017 @ 12:47pm 
It would be great if there was a use for the Psi Lab for these troops (I don't know if anyone uses a mod like this and still trains psi operatives the old way in the psi lab?).

Also if psi troops was a rare thing like in all the previous XCOM games. Actually needing a psi lab to test soldiers for psionic potential like in XCOM would be ideal except it could be limited to rookies only. Has the side benefit of making orders and dark events related to rookie recruitment cost meaningful later into the game as well.
unhipcoma 11 Sep, 2017 @ 6:49pm 
I want to preface this by saying I really like this mod idea. I always felt it would make more sense this way and the fact that Psi Ops don't gain normal xp made me feel like kills with them were always a waste so I outright avoided them. I also want to say that I'm a perfectionist, OCD riddled, asshole. With that being stated here are a few suggestios that I think would be cool.

1. Remove Psi Lab as an option to be built, or just change it to allow retraining on Psi Ops.

2. Revert class name to Psi Operative (It sounds cooler) and make rank names the same as standard soldiers.

3. Make AP gain the same as any other standard soldier.

I have no mod making experience at all so I don't know if that stuff is possible, but I think it would improve the mod for assholes like myself. Great mod though.:steamhappy:
Jagonchen 11 Sep, 2017 @ 5:20pm 
My feedback. Star with 1 Natural Psion then set ForcedNumInDeck to 0 and NumInDeck to 0. It feels cool to have just 1 Psion.

In my case I'm lucky and I got a reaper mission that awarded me with a 2nd Natural Psion.

At this point the 1st Psion (she is gifted) has almost all the powers and she is strong like F$@#!...

Hower now, i really don't have a real reason to get the Psionic Lab :(
Penny  [author] 11 Sep, 2017 @ 5:11pm 
@Hooliquent I managed to make them untrainable from the GTS by default (simply setting ForcedNumInDeck to 0 was sufficient) along with a number of other fixes.
Penny  [author] 10 Sep, 2017 @ 11:44am 
@artent For me this mod and it's associated files are here:
C:\Program Files (x86)\Steam\SteamApps\workshop\content\268500\1131754558\Config

In general, I think it's *PathToSteam*\Steam\SteamApps\workshop\*gameID*\*modID*

@tyralion Thanks for the tip, I'll take a look later tonight.
artent 10 Sep, 2017 @ 7:47am 
Where can I find the ini for this mod...or any mod? I searched XComClassData.ini but none of them had the modded PsiOps contained within.
tyralion 10 Sep, 2017 @ 12:48am 
@Penny: If you want to find out how to block the GTS you could look at the "Biotic class Redux" by REALITYMACHINA in the Workshop. He did it for this class and made it changeable by ini-file. Maybe it will help.
Jagonchen 9 Sep, 2017 @ 9:38pm 
+1 comment below. It would be cool either to have a natural psion with diff perks or this one but like a rare heroe class.
Penny  [author] 9 Sep, 2017 @ 8:53pm 
@Hooliquent You can make it more rare/common for a unit to promote to a class by adjusting the NumInForcedDeck and NumInDeck parameters I mentioned below. If you wanted to make rookies promote into the class 1/4th as often as the other classes replace +NumInDeck=4 with +NumInDeck=1. To prevent the game from ensuring you have at least one in your roster, change the line for NumInForcedDeck to 0.

I'll spend some time looking into blocking GTS training and let you know if I figure it out.

@Legend Murdock, Not that I'm currently aware of, but I'm not too familiar with how the AWC skills are set up.
Legend Murdock 9 Sep, 2017 @ 8:37pm 
is there a way to change the number of awc abilities that the class can have, like if i wanted more then 4? how would i go about doing that?
Turkwise 9 Sep, 2017 @ 8:03pm 
Is there a way to get rid of the option to train rookies as this class while also making it way more rare for a rookie to promote into one?
UATUU 9 Sep, 2017 @ 7:32pm 
Awesome.. Thanks
Penny  [author] 9 Sep, 2017 @ 4:13pm 
@tmonahan23 It might be possible, but it's out of my league atm. Documentation for everything is hard to track down.

I know it's not quite what you're looking for, but you could set it so that nobody will promote into the class automatically and then manually promote them yourself (when you're ready) via GTS.

To do this find the mod's copy of XComClassData.ini and change the lines:

+NumInForcedDeck=1
+NumInDeck=4

to


+NumInForcedDeck=0
+NumInDeck=0
tmonahan23 9 Sep, 2017 @ 3:58pm 
Is there a way to lock it so you must get a certain amount of Rep with the Templars before this recruit option happens? or certyain month check?
MrShadow 9 Sep, 2017 @ 3:56pm 
Thank you!!!!
Chrizzly Bear 9 Sep, 2017 @ 3:43pm 
This is great. Thank you!
Chonsu 9 Sep, 2017 @ 3:25pm 
Will give it a try ;)