XCOM 2
RPG Overhaul - TacFor Class Pack Specializations
57 Comments
The Guzzler 11 Mar, 2024 @ 8:57pm 
Line 71 of the XComRPG.ini is commented so that the Warden class wasn't getting it's weapon restriction. Taking the comment off now and I assume it'll work but I'll lyk if it doesn't!
No_More_Hero07 15 Jul, 2021 @ 12:03pm 
I don't know if it's me but for some reason Phalanx Protocol doesn't work and the germlin doesn't go to all of my squad and give them the defense buff.
bstar  [author] 7 Jun, 2020 @ 2:04pm 
It is commented out intentionally so it doesn't appear for random classes.
Malek Deneith 7 Jun, 2020 @ 2:02pm 
Just want to point out that Warden specialization has it's SpecializationMetaInfo commented out, which in turn means it gives no weapon proficiencies when used with Weapon Restrictions. This could be problematic seeing as it has some gremlin-reliant perks.
bstar  [author] 4 Aug, 2019 @ 12:00pm 
Again, this mod does not add any "classes". It adds specializations (rows) for RPGO's single class called "Soldier" (UniversalSoldier is the template name used for console commands.

If you can't figure it out, please provide a detailed explanation in the Bug Reports thread of what exactly you are doing (which console commands etc.), your mod list (pastebin) and screenshot(s) of the soldier in question.
bstar  [author] 3 Aug, 2019 @ 10:34pm 
What do you mean the "classes" don't show up? This mod doesn't add classes, it adds specializations for the Soldier class in RPGO. Also, if you added this plugin after your soldiers were promoted, you need to rebuild them using the custom console commands in RPGO.
Jasonxla 26 Apr, 2019 @ 2:04am 
I didn't use the original tacfor class I only subscribed to required items for this mod.
bstar  [author] 25 Apr, 2019 @ 11:16pm 
Question - are you using the original TacFor class mod at the same time as this mod? I know most other plugins require the respective class mod so it would make sense if some people assumed it was the case here. The reason I ask is that the original class mod is still using an old version of XMB and could be causing this bug.
Gojosin 25 Apr, 2019 @ 9:30pm 
Here's hoping that it's fixed now. Had this bug earlier in the day and I was thinking of wiping my mods and remodding it. Then I saw this update just now. So I'll give it a go and see what happens.
Jasonxla 22 Apr, 2019 @ 2:56pm 
I am using both rpgo tacfor and rpgo Guardsmen mods, at the end of the 5th mission, finish the mission - hit continue on the 'Mission Complete' screen - screen go black - freeze - unfreeze and advent broadcaster talked a little bit - freeze again and crash to desktop. Same end-of mission crash as I had before this update. If I disable this mod while keep rpgo guardsmen mod, the game runs fine without crash
bstar  [author] 17 Apr, 2019 @ 10:14am 
Good news everyone! If you were experiencing end-of-mission crashes and were also using my "RPG Overhaul - Guardsmen and Kasrkin Specializations" mod, I have found and implemented a potential fix. If the crash still happens, please let me know.
bstar  [author] 17 Mar, 2019 @ 3:39pm 
Well, your profile is set to private, so I can't see your mod list. And I do want to sound rude, but I do not have time to backup my current campaign, delete configs, sub to your whole collection, download all these mods and set up and play a new campaign until I hopefully get the same crashes to then try and figure out the problem. As I said, it's working fine for me and apparently also for hundreds of other people. So unless there's some clue (have you looked at the logs?), I can't help you.
Hedgehog 17 Mar, 2019 @ 3:23pm 
I dont know if you can see it or not but i have a collection on my profile that has the entire rpgo modlist except for 2 mods rn(Tacfor and gauntlet perks rpgo). the other mods on there dont cause crashes so you can just sub to that collection and try it. I can assure you that this is not a problem with my specs aswell since im using an i7 8700 + gtx 1070 + 16g of ram.
bstar  [author] 17 Mar, 2019 @ 3:15pm 
Someone else had the same problem. Unfortunately, I can't reproduce the issue on my end - I've been running multiplie campaigns with this mod crash free. At the moment, I have no clues as to what might cause these crashes for some people. If you have any hints, please let me know. Were your soldiers using specific perks from this mod?
Hedgehog 17 Mar, 2019 @ 2:31pm 
hey, using an rpgo collection, seems as though this mod makes my game crash post 2nd mission
bstar  [author] 17 Mar, 2019 @ 7:38am 
No idea, pretty sure it has nothing to do with this mod though.
Zenuge 17 Mar, 2019 @ 7:04am 
a minor issue, lightning hands not working when i have a pistol set as my primary, but not secondary, thoughts?
jonjrhr 26 Jan, 2019 @ 3:37am 
i re added the mod, after i had some trouble with crashing still. I think the problem may lie in conjunction with the "Shaken Scars Returned" mod. as i am able to reduce the amount of crashes by disabling one mod or the other, but i'm still only able to completly stop them by disabling both this mod and that one.
bstar  [author] 23 Jan, 2019 @ 9:34am 
I have removed the only part that I think might have caused trouble. Since I can't reproduce the problem on my end, it would be great to hear if the problem still persists. A full log would also be helpful, ideally as a pastebin link in the Bug Reports thread.
jonjrhr 22 Jan, 2019 @ 11:50am 
After several days of testing and testing, ive finally narrowed down this mod as the cause of my problems as well. It was causing a crash to desktop after the mission complete screen on the 2nd mission i'd play every session. I don't know how or why, but i stripped my mods to the bare minimum, reinstalled, deleted config, the whole 9 yards. I'm very confident this is the mod responsible. hopefully you can track down the guilty code, because these are very fun classes!

FYI i didn't have a ton of mods installed, just 58 total, with the vast majority being RPO and its associated sub mods.
Purple Heart 22 Jan, 2019 @ 10:10am 
I don't see how this mod would cause a crash like that too. I don't even have any map mods, did multiple config folder cleans and verified game integrity to make sure deleted map mods aren't messing with the game. I can confirm one thing though: after disabling this mod my game stopped crashing. So either this mod is causing the crash or something is not compatible with this. I'm not sure what or which.
bstar  [author] 22 Jan, 2019 @ 8:11am 
I don't see how this mod would cause a crash like that. In my experience, these often have to do with map mods. There's no indication that this would have to do anything with this mod. Of course, I am willing to look into it but as I can't reproduce it, not even with a crapload (400+) mods active and because I have no good clues, there's nothing I can do. For all I know, some other mod might be causing the crashes you're describing.
Purple Heart 21 Jan, 2019 @ 12:02pm 
@bstar this mod crashes my game as well. With this mod enabled I can never play 3 missions in a row without any crashes. At best upon completing 3rd mission it will crash at skyranger loading screen.

Also I don't know if it will help but when this mod is enabled just before the "crash detected" line in the log file there are lots of lines like these which doesn't exist when this mod is disabled:

[0434.57] Log: World md_ArtGallery_01.TheWorld not cleaned up by garbage collection! trying again
[0434.57] Log: World md_LearningCenter_01.TheWorld not cleaned up by garbage collection! trying again
[0434.57] Log: World sm_ParkingLot_01.TheWorld not cleaned up by garbage collection! trying again
[0434.57] Log: World md_Monument_01.TheWorld not cleaned up by garbage collection! trying again
[0434.57] Log: World UMS_MissionCore.TheWorld not cleaned up by garbage collection! trying again
bstar  [author] 8 Jan, 2019 @ 5:32am 
Thanks for the report. I don't see why this mod would cause the crashes you describe, especially on Gatecrasher. Since I have never experienced this bug, I can't really do anything about it without more details.
Victoria on Fire 7 Jan, 2019 @ 9:25pm 
As with @brandonlee505, I spent a few hours tracking down the cause of some crashes in my (heavily modded) game and it was this mod. Not sure what about it is causing the crashing but any game I start will consistently crash after completing gatecrasher with this mod active. All of your other mods seem to work well though however, so not sure what this one may do differently. Just wanted to post incase someone is trying to diagnose a crash in their own game. Thank you for all your work.
bstar  [author] 12 Oct, 2018 @ 6:38pm 
Depends if the changes are just to the perk tree or if the abilities themselves were changed. But yes, deleting the entries in XComClassData.ini should remove most Spark/Psi changes. I don't have my computer here rn so I can't look at the other files, but you can definitely.try deleting those other entries too.
Vaeringjar 12 Oct, 2018 @ 6:31pm 
alright, didn't notice if some of the entries are already equivalent to what RPGO does

so do you think that, on the LW2 mod this depends on, if I simply wipe the psi and spark changes on the same file where I disable its classes, wipe the hack reward and loot table changes, everything should be fine?

not ideal but good enough for me if it works, I'm starting a playthrough and ideally wanted your mod in it ^_^
bstar  [author] 12 Oct, 2018 @ 6:25pm 
Well if it really doesn't disable those classes, that's an oversight. I might remove the dependency at some point. But so far, most people didn't have a problem with these other changes to SPARKs etc. The XP balance should be the same as RPGO's but I can take a look at it... The ability point cost shouldn't be affected- unless the brigadier rank gets overwritten again. Can't promise I'll get around to it in the next days though.
Vaeringjar 12 Oct, 2018 @ 6:16pm 
yeah, looking into the mod this is dependent on, and these 2 mods are gonna be a compatibility problem, even if just by touching things we don't want it to touch if we just want this for RPGO

to begin with, this mod doesn't disable the classes from the LW2 mod, which it should

the LW2 mod this is dependent on, makes lots of other changes that are irrelevant to this mod. It has entries for psi and sparks, XP balance, ability point cost, hack rewards, loot tables...

now, this TacFor mod looks really good and I'd love to use it, but @bstar, if you have the patience at some point, please remove the dependency it has on the LW2 mod by porting over only the changes that are actually needed
brandonlee503 25 Sep, 2018 @ 6:25pm 
Hi bstar I did check for dependencies. For some reason this mod doesn't work with my current set up. All other work fine though. Thanks
bstar  [author] 24 Sep, 2018 @ 12:27am 
"Please check the individual dependencies and requirements of each plugin before subbing to it!" Did you do that?
brandonlee503 23 Sep, 2018 @ 11:22pm 
Crashes my game with using the mods listed in RPGO Collection
TheBootyWarrior 22 Sep, 2018 @ 1:37pm 
Awesome mod, rated and added to fav's!
Azure 18 Sep, 2018 @ 4:59am 
oh nice, the reason i was avoiding the mod has been changed
tran.bronstein 16 Sep, 2018 @ 7:35pm 
Confirming the start of a new campaign shows the proper Skill Tree abilities attached to both the TacFour Warden as well as the Vakyrie Guardian. Thanks again bstar.:steamhappy:
tran.bronstein 16 Sep, 2018 @ 1:00pm 
That's what I figured bstar. Thanks for your generous work in putting this together. :)
bstar  [author] 16 Sep, 2018 @ 3:19am 
It won't work on existing soldiers. You're gonna have to either refresh their skill trees via console command or start a new game.
tran.bronstein 15 Sep, 2018 @ 10:23pm 
Checked an existing game. The Skill Tree name change to Warden shows up but the abilties are still identical to Valkyrie's "Guardian." I will try on a new game tomorrow.
tran.bronstein 15 Sep, 2018 @ 10:09pm 
Thanks for the changeup bstar. WIll redownload and try again.
bstar  [author] 14 Sep, 2018 @ 8:49am 
@tran.bronstein Thank you for letting me know! The Guardian is now called Warden.
tran.bronstein 14 Sep, 2018 @ 8:21am 
FYI There's a conflict with this and the Valkyrie RPGO add-on as they both use a skill ladder title of "Guardian." The Valkyrie skills will ovwrride the TacFor skills so you will see two rows labelled "Guardian" with the exact same skills if you have both RPGO add-ons. I am totally cool with this as I still have the Sapper, Pathfinder and Havoc trees available.
bstar  [author] 14 Sep, 2018 @ 6:09am 
@Insufferable Smartypants No, it's not required. This mod includes a few new perks from James's WIP update for TacFor (which is currently on hold so don't hold your breath). Since I had to import these perks anyway, I decided to include the others too.
Lithe 14 Sep, 2018 @ 2:36am 
@bstar, ah! I see. Thanks.
Insufferable Smartypants 13 Sep, 2018 @ 8:28pm 
Is the 'WotC TacFor Class Pack' required in order for this to function?
bstar  [author] 13 Sep, 2018 @ 6:46pm 
@Lithe Hidden Killer also works against non-flanked targets when concealed. I think that's different enough to encourage different playstyles and builds. Rapid Reaction is mutually exclusive with Guardian for that exact reason.
Lithe 13 Sep, 2018 @ 6:41pm 
@bstar, well right off the bat, Hidden Killer seems to step on the toes of Hunter's Instinct, granting a base damage bonus to attacks made against flanked targets. Rapid Reaction might also conflict with Guardian, though that depends on whether or not both are allowed to proc at once.
bstar  [author] 13 Sep, 2018 @ 6:11pm 
@Mister Gruffle Really looking forward to seeing them in action the next series! Who knows when I'll finally start a new campaign myself...
Mister Gruffle 13 Sep, 2018 @ 4:52pm 
Awesome work again bringing these in... The next campaign shall be packed to the brim with a crazy array of soldiers!
TheAshenHat 13 Sep, 2018 @ 4:03pm 
gosh darn you and your great mod...i have so many mods on that i cant even launch the game anymore...then another good mod pops up and finds it way onto my list...gosh darn it.

Ty for this great work tho'!
Scarno 13 Sep, 2018 @ 12:56pm 
@teh1archon - true. Oh well, a good reason to start another campaign then! :)