XCOM 2
[WoTC] XCOM Psi Overhaul [Standalone]
351 Comments
OnlyDaz 21 Mar, 2023 @ 10:01am 
Don;t install. It makes all weapons appear on loadout screen. And when selecting any weapon, they don;t change. Or if they do, it's to a weapon you haven't selected.
https://www.reddit.com/r/xcom2mods/comments/11xg1cn/help_all_weapons_appearing_on_loadout_screen/
Swensen 30 Dec, 2021 @ 1:48am 
after use this mod my weapon loadout now have issue , my soldiers now can select any type of weapon like reaper's rifle and yeah it's not working just exit the loadout menu and i can still choose correct weapons but my previous weapon will disapper and gone sorry for my eng but i really have problem
Kyuubicle  [author] 19 Jun, 2020 @ 10:16am 
Hey everyone, it's been years, but I've finally posted a new version of this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2134513735

It's not compatible with old saves, please do not update in the middle of a campaign! This version will remain up on the workshop for old campaigns (and because it works without the highlander), but is no longer supported.
signofjustice 12 Jun, 2020 @ 1:19pm 
Since I use RPGO using this mod is a little redundant with some of the custom classes already having psi abilities. The one thing I wish I could get from this is a Psi Lab that increases just the psi stat by a random amount each time you put a soldier in. That way I don't have to dump points into the stats with RPGO, but I could still have classes that use their own ability tree skills.
Kyuubicle  [author] 17 May, 2020 @ 11:09am 
Kinda, the Psi Lab is modified, but the template won't change until you destroy/rebuild the Psi Lab (or use console commands to do the same). However, if you do so, any existing Psi Ops won't be able to train any further. I don't recommend installing this mid-game.
Kidshotgun 16 May, 2020 @ 10:37am 
If i place this in a Campaign with a psi op is this mod gonna break it?
silverleaf1 6 Jun, 2019 @ 6:48am 
I love this mod. I set the percentage chance for regular soldiers to 5 percent and wound up with three operatives in about 50 soldiers. I like the PSI operatives to be rare. One issue. My psi operatives can not use the PCS chips that raise psi offensive ability.
󰀀Wilson 2 Jun, 2019 @ 12:26pm 
이 모드 사용하지마세요. 방어전에서 첫 화면시 멈춥니다. 과감하게 포기하세요.
Rams0505 15 Jan, 2019 @ 9:53pm 
I just started a new campaign with this mod, and it shows on the rookie list who are psionically gifted. It has that psiosic icon next to some of the soldiers. I thought you had to put them later on in the Psi lab too see if they are gifted?
Adalerk 15 Nov, 2018 @ 11:59am 
@miguelmonte2005
Yes, works perfectly with RPG Overhaul.
The abiliies are hidden under button Psion abilities in the soldier menu. Thus, those are separated fro RPG ability list.
Grandsome 6 Nov, 2018 @ 2:04pm 
Almost the mod I'm looking for! It would be great to have an option to make the mod work more like Partially Gifted so we can have specialized PsiOps and normal troopers with a little psi-edge.
miguelmonte2005 30 Oct, 2018 @ 10:10am 
an old question may but still... does this play nice with RPG:O? :) thkz in advance!
Cadet CStinky 19 Oct, 2018 @ 8:18am 
I'm not sure why, but my soldiers cannot use psi abilities without the psi amp. I'm using RPG:O to get psi skills though and I haven't started a new campaign: could that be the case?
Tyrant 14 Oct, 2018 @ 1:34am 
Does this work with TLP?
BurgerKing 15 Sep, 2018 @ 4:03pm 
I prefered the XCOM1 methodology. Psionics should be a GIFT.

As it is, my Psionics are good for: Void Rifts, Null Lance, Stasis, and thats it. Once those are used and in cooldown, they suck with the gun.

I am installing this!
Tek03 30 Jun, 2018 @ 12:23pm 
@WalrusInAnus

In Base XCOM2, you need a psi lab to train new rookies to become their own class. There is no such thing as a "Ranger with Psi abilities." You have to choose between a new Ranger (for example) or a new Psi-op.

This mod uses the old system from Enemy Within. As you play, you will notice that certain soldiers posess "The Gift." You can place those soldiers, regardless of their rank or class in the psi lab to allow them to train new abilities, alongside their existing abilities. You don't start with a Rookie, you start with a special handful of a few already existing high-ranked (assuming) soldiers.
WalrusInAnus 29 Jun, 2018 @ 12:23am 
Could anyone explain how exactly is the mod different from the vanilla game? I don't get it from the description (I also haven't started the game yet which might explain my confusion :D).
a.fritz 22 Apr, 2018 @ 3:27pm 
sorry forgot to tell since i'm linux : higlander is not an option, it's broken for monthes now.
a.fritz 22 Apr, 2018 @ 3:26pm 
on linux, same issue as Erevus, I get a crash at end of mission, i get teh end of mission report and the sound of the flight back to avanger but whe we should hear the speaker or any adven propaganda it crashes, disabling the mod fixes the behaviour. I think i cna provide a crash dmp
Tim_ 6 Mar, 2018 @ 7:24pm 
Just completed a WOTC campaign with 63 mods including this one. All ran perfectly. I absolutely love this mod - this one and the 'No Fatigue' mods are the total no-brainer choices for me, the first two on the team sheet every run.

I will start to use the new version of this on my next campaign, of course.
Kyuubicle  [author] 25 Feb, 2018 @ 3:26pm 
Hey folks, Ziodyne's a bit busy with life at the moment, so I've re-uploaded a new version of this mod with the Highlander Inventory issue fixed here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1313834895

The two mods have the same Package name, so you should be able to unsubscribe from this version and subscribe to the new version without any issue with current campaigns.

PLEASE NOTE: This new version REQUIRES the Community Highlander, if you aren't using the Highlander you can just continue using this version, but it's unlikely this mod will be updated with any future fixes/changes for the time being...
Kazraan 25 Feb, 2018 @ 2:02pm 
If I say, want to make sure all my Biotics are "gifted" can I add

+PsionClassChance=(ClassName=Templar,Psion_Chance=100) but as RM_Biotic, and not cause a crash?

I have to keep re-installing my game after every mod crash, so I am hesitant to try this on my own.
Erevus 21 Feb, 2018 @ 1:32pm 
At the end of missions, the game crashes for me if I have this mod enabled. Disabling the mod allows me to end the mission and get past the loading screen. Can someone please tell me if it's incompatible with something?
Kazraan 19 Feb, 2018 @ 8:13am 
Is there a way or something one can add to make a specific class always become a psion?
The Golden Knight 16 Feb, 2018 @ 10:04pm 
I totally love the idea of having psionics independent of the class system, which is how it was in XCOM: Enemy Unknown. Give superpowers to your main team without having to choose "Either Psi or Big Guns".
n3ctaris 14 Feb, 2018 @ 1:38pm 
Specifically refering to the "+RandomAbilityDecks=(DeckName=" function.
n3ctaris 14 Feb, 2018 @ 1:34pm 
I love the idea of this implementation of psionics, but I'm not a huge fan of the 'set' learning path that allows all psionics access to all the same abilities.

I was wondering if I made some edits to the "XComLatentPsionics.ini" to include a randomized deck of abilities for each rank instead of the set abilities, will this mess anything up?

If i change the 'base' ability from soulfire to insanity do I need to edit the -1 rank line, the rank 0 line and this line (below)?

[LatentPsionicsUnlock.X2Effect_LoadBasePsiAmpAbilities]
+PsiAmpAbilities=Soulfire
Kimo' 9 Feb, 2018 @ 3:43pm 
Glad to see you back!
Lux Manifestus 9 Feb, 2018 @ 2:51pm 
Great news!
Red 9 Feb, 2018 @ 12:12pm 
Nice
Morningstar 9 Feb, 2018 @ 11:43am 
Huzzah!
Kyuubicle  [author] 9 Feb, 2018 @ 11:25am 
Well, it certainly has been a while. And I see something broke due a fix in logic made in the Highlander. An update should be coming soon for that at the very least.
Manawolf 7 Feb, 2018 @ 12:42pm 
You may have answered this, but if they aren't gifted when they start out, will they ever get a chance to be gifted later? Like every promotion gives them another reroll?
Lieutenant Dan 6 Feb, 2018 @ 12:58am 
Dear mod authors, i am in love with the concept of your mod, it is how PSI should be in the base game. Unfortunately, in my case, i am one of the unlucky one having few problems with this mod, just downloaded for my new legendary campaign along with other maps and comestic mods. After 2 days of failure and gain, i firgure out this mod cause my game to crash almost 80% of my after mission loading screen, i am using the alternative mod launcher, it doesnot detect any conflict, however i am unable to continue using the mod despire i love it so much. Is there any advise for me to be able to use it, for example any mod may cause the hidden conflict which the launcher cannot detect? i am thinking about the mod force to use my character class, which force the game to use some of my custom character pool to be PSI operative. Thanks in advance
pauloel7 31 Jan, 2018 @ 6:02pm 
Dear Ziodyne and Kyuubicle, thanks for this awesome mod! I've been enjoying it a lot, but encountered several bugs, while struggling with potentially related stability and performance issues. So I stareted a discussion to let you know and suggest improvements. Cheers!
pauloel7 30 Jan, 2018 @ 6:40pm 
Sure, thanks Lux! We all love these mods, but need to deal with a few things somehow.
Lux Manifestus 24 Jan, 2018 @ 4:23pm 
Yes @pauloel7. You have to go back in to the lab and assign training again. It's a bug.
pauloel7 24 Jan, 2018 @ 4:20pm 
Anyone else had the "CONTINUE TRAINING" buttom do nothing, instead of leading to the psi lab to select such soldier next ability to train?
Red 24 Jan, 2018 @ 10:59am 
See it wasn't screwy at first for me either I'm still not sure why but it doesn't work anymore
Dongmyeong 24 Jan, 2018 @ 3:50am 
I used this during my 2nd WOTC playthough and it ran without any issues. Very well done, much prefer PSI this way. Just one question before my next one: Is this compatible with the Necromancer mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1137913176 ?
Red 22 Jan, 2018 @ 8:08pm 
sorry I should have said weapons select. The big issue most have is that those two categories get screwy
Tim_ 22 Jan, 2018 @ 5:37pm 
Apologies @tuckercooper23 I am not certain which screen is the "inventory selection" screen in your question, but I'll make some guesses. If I am wrong, please clarify and I'll try to answer.

I press the "Armory" button and then select "View Soldiers". I am also using the mod "WOTC Detailed Soldier Lists"

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128263618

This shows the solder list correctly (although the PSI strength is shown instead of the combat intelligence, I would prefer to see both, but that's a minor point). From here, I can select any solder and the usual soldier menu is shown on the left, the soldier in the middle, and the stats on the right, as per usual. The PSI stregth is not displayed with the other stats, and the "Psion Abilities" button is floating on its own in the top left corner, but its functional. From here, if I click "Loadout", I get the inventory as per usual as well.

All seems to work. :)
Red 22 Jan, 2018 @ 10:52am 
Tim_ How is your inventory selection screen?
Tim_ 22 Jan, 2018 @ 10:51am 
I'm using this mod in my latest WOTC campaign, and it appears to work perfectly. The "Rend" skill is in the tree twice, but that's a minor point really. Loving this mod.
pauloel7 22 Jan, 2018 @ 7:14am 
How do one remove "rend" from the ability pool? I already commented its line in the XComLatentPsionics.ini file - line 61: ";+PsionAbilityTree=(Rank=2, AbilityName="Psion_Rend")" - and I still am getting "rend" ability for psi training at the psi lab.
shadowfox.matthews 18 Jan, 2018 @ 8:02pm 
is there an ini edit i can do to fix the all items visible bug?
Aegelweard 16 Jan, 2018 @ 12:05pm 
So this mod is still broken and to be avoided?
GrimAtrament 14 Jan, 2018 @ 6:24pm 
for some reaosn the energy for the psi abilities is missing :(
Oniix 12 Jan, 2018 @ 8:42pm 
honestly i really wish i hadn't downloaded this mod. its screwed up my game, the animations, caused tons of bugs, and you clearly have no intention to answer any questions asked of you let alone fix it. to anybody who would consider using this mod do yourself a favor and pass it up. you get nothing but frustration and disappointment from this cluster fuck of a mod. the worst part is if you delete it mid game you lose access to ALL psionics in the game and are forced to start a new game to regain it.
Arielessar 12 Jan, 2018 @ 6:47pm 
Hi, I noticed that sometimes units will be given the same skill twice. Is there any way to change the skills on the character?