XCOM 2
RPG Overhaul Specialization - ShardWielder
61 Comments
Meman82  [author] 6 Oct, 2024 @ 11:27am 
@Gearhammer Make a backup up save before changing your mods to be safe. Then add the templar disciple mod and rebuild using something like this mods RebuildSelectedSoldiersClass
command https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1370543410 If it steals any AP points you can use the RPGO command
RPGO_GiveAbiltiyPoints 10
When on the correct soldier. Save another separate backup here.

The safest thing to do after that is leave this mod enabled and ignore the tree, but with the backup you should be fine to try and remove this mod as long as no other soldiers have taken any perks from it. I believe the tree will just disappear but you have the backup in case it crashes when viewing the soldiers tree. It will give a warning when you first try to load the save without this mod but that can be ignored unless it crashes. Either choice make another backup save once your done.
Gearhammer 5 Oct, 2024 @ 11:50pm 
@Meman no, game vanila templars work fine.
There is 2 gauntlets, one Tempest base game and Shard replace psiamp.
Game crash or frizes when I put Tempest base in primary slot. I will see if Tactical UI is problem.
Can I switch mods mid game, to replace this mod with Templar disciple, is it safe?
And I forgot, when I reset soldier skils and talents via console will he remain same rank with ap to spend for that rank?
He is major by the way.
Note: Yesterday I again put base Tempest gauntlets as primary and somehow game didnt crash...
I will look if mod Tactical UI is the problem or I can sent you full log?
Meman82  [author] 5 Oct, 2024 @ 4:11pm 
@Gearhammer The rpgo soldier not working with the shard gauntlets when equipped as the secondary is expected. This mod was designed to use the base game so the perks only work in conjunction with the base shard gauntlets. Do base game templars also crash? The error log you posted seems to suggest that there is a conflict between one of the mods you have and the base game Templar stuff. From this post here https://www.reddit.com/r/xcom2mods/comments/mr7w1m/crashes_at_avenger_seemingly_random_after_a_time/ the user has the same crash log but not psionic melee. It might mean it's a generic response rather directly related to your issue. They said that the problem was something to do with Tactical UI so you might look into that?

If you want a Rpgo soldier class designed around the Psionic Melee mod I would suggest using this mod instead https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1754101865 then using console commands to respec the offending soldiers.
Gearhammer 5 Oct, 2024 @ 2:44pm 
@Meman82 here is error from log:
[0165.19] Error: (RemoveNetObject) Objects AkEvent XPACK_SoundCharacterFX.Templar_Ghost_Target_Loop and AkEvent XPACK_SoundCharacterFX.Templar_IonicStorm_ThunderReflection_LR have duplicate NetIndex 63
Note I added Mitzruti patch and it still crashes when I equip my RPGO solder with gauntlet shards as primary and pistol as secondary.
Gearhammer 5 Oct, 2024 @ 11:03am 
@Meman82 one my rpgo soldier have talents from this mod and his secondary is shard gauntlets. But he can use only rend and dosent generate or its not shown foxus. Also retrubution is not working when enemy aproach in melee. When I switch gauntlets to be his primary game crashes. These days I must check error logs to locate what causes crash and I will try Mitzruti patch to see if that will solve everything.
Meman82  [author] 5 Oct, 2024 @ 10:03am 
@Gearhammer It shouldn't be in conflict with the psionic melee mod as I believe that adds the gauntlets as a secondary. This mod was made with the assumption that the soldiers would utilize the shard gauntlets in there primary weapon slot which should be the base game gauntlets. It might work with the gauntlets in the secondary that are provided through that mod but I've never tested it.
Gearhammer 5 Oct, 2024 @ 12:33am 
Is it compatible or in conflict with psionic melee mod?
Meman82  [author] 23 Feb, 2024 @ 10:02pm 
@Gage615 Psychic trait is a modded addition using a quick search it appears to be from
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1885142350&searchtext=psychic+trait
At the bottom of that mod it says

This mod is not designed to work with other psionic classes. I designed it to be something of a psi operative replacement for RPGO where not everyone is psionic and you have to have the gift of psionics.

Look deeper into that mod if you want to understand that better
DynasticAsian69 23 Feb, 2024 @ 12:27pm 
I may be missing something but it says that focus requires the psychic trait and I am unsure where to acquire that
scatteredwingsxiii 21 Feb, 2023 @ 8:31am 
Do you have unlocked the templar focus perk?
Seymore Buttz 0 20 Feb, 2023 @ 8:15pm 
I'm also experiencing an issue with not generating focus on kills using the gauntlets, don't have anything that would touch templar stuff either
Bastion 1 Aug, 2022 @ 9:10am 
Thank you so much, With this info i can hopefully tweak it, so i can use this for melee and then other psionic powers for offence.
Meman82  [author] 1 Aug, 2022 @ 8:36am 
Hey @Bastion there is a way but it's a bit involved. You would have to go to the mods folder \config\XComRPG.ini. In that file find the section that says [ShardWeilder X2UniversalSoldierClassInfo]
then copy paste what i''ve put below over it. This typically only effects new soldiers.

ClassSpecializationIcon = "img:///UIShardWeilder.class_shardweilder"

+AbilitySlots=(AbilityType=(AbilityName="Rend", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="TemplarFocus", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="Parry", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="Deflect", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="TemplarInvert")))
+AbilitySlots=(AbilityType=(AbilityName="ArcWavePassive", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="Amplify", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
Bastion 31 Jul, 2022 @ 7:07am 
Heya i have this mod, but i was wandering if there was i way i could swap amplify for parry and put amplify in to replace ionic storm?
downBikachu 14 Jan, 2022 @ 11:25am 
Do I have to use a mod that enables me to be able to use shard gauntlet as primary?
CaptainBragd 20 Oct, 2021 @ 1:21pm 
Hey its okay :) if its not a common issue its understandable if its nithing you can help me out with. Also yeah Im using Big Class Mod alongside rpgo because I like how it redid the hero classes and sparks. Might be it?

Either way, im having fun with the stormcaller part of this, so dont worry too much about it allright :)
Meman82  [author] 20 Oct, 2021 @ 11:39am 
@CaptainBragd I tested it and it works for me, so I'm not sure what is happening. Only abilities that say they generate focus such as rend, generates focus but I assume your using those for kills. Are you using any mods that alter any of the templar stuff? That's my only guess as to what is causing the issue. Sorry I can't be more help.
CaptainBragd 20 Oct, 2021 @ 11:06am 
I did take a perk a few levels into the spec that gave me the focus meter. It just doesnt seem to do anything other than make the focus meter show. Is there another perk I gotta pick first?
Meman82  [author] 20 Oct, 2021 @ 10:45am 
@CaptainBragd Yeah base Rend has Momentum in it's base localization. For your second issue do you have the Templar Focus ability? It's not given by default.
CaptainBragd 20 Oct, 2021 @ 10:38am 
Yeah thatd make sense. The abilities still mention momentum though which is a bit confusing.
Plus i cant seem to get focus to work on the character? They get a focus bar on the ui but they cant get any focus no matter how many kills i get them
Meman82  [author] 20 Oct, 2021 @ 10:26am 
@CaptainBragd Shard wielder don't have momentum. You have to pickup implacable from the Ranger skill tree to somewhat mimic it. Specializations are watered downed version of existing classes and this applies double so for hero classes to maintain some balance.
CaptainBragd 15 Oct, 2021 @ 3:58am 
Im a bit confused about how momentum is suposed to work with these. It never seems tontrigger even after a soldier has properly learned the Rend ability. Am I missing something they should have?
Meman82  [author] 7 Aug, 2021 @ 9:07am 
@CosyLightning and @Monkey8Bee
This issue should be addressed now
UltraCoolKiddo 30 Mar, 2021 @ 8:51am 
Just since no-one else has said it, thought I'd tell you that you spelt 'Wielder' wrong. That's all, great mod.
CosyLightning 29 Mar, 2021 @ 5:47pm 
Should mention I'm also running it with LWotC, so lots of fun editing files :D
CosyLightning 29 Mar, 2021 @ 5:46pm 
@Surprise I've been having this exact issue, been looking for a way that will let me add the templar gauntlets to the weapon restrictions list for this class so I can keep it toggled on, and so when I research higher tiers it won't cause any issues hopefully
Mech_Monkey 24 Mar, 2021 @ 3:02am 
Hello!
I discovered a bug I believe. When checking the RPGO boxes, if I check weapon restrictions for specs, it does not let me use the gauntlets on my soldier with rend. If I do not do this, letting everyone use whatever weapon I want to give them, it works as intended - becomes available after soldier acquires ''Rend'' skill.
Thought someone might have same problem, this is how you can avoid it :steamhappy:
endersblade 30 Mar, 2020 @ 1:55am 
You should add Momentum as one of the perks you get at the start at the very least. Not all of us play with the default classes enabled in RPGO.
Xenesthis 28 May, 2019 @ 1:16am 
I have released an alternative specialization to this one that uses PZ's Psionic Melee gauntlets and is compatible with other psionic based specializations. Also no animation issues!
endersblade 10 Mar, 2019 @ 1:16pm 
As far as the animations go, can't you just do like the other mods and 'point' it to those specific animations? It shouldn't require you to make new animations or anything.

Other than that anims, this mod is absolutely fantastic. I can have my templar without having a templar :-)
animelover_20 15 Dec, 2018 @ 12:00am 
Momentum and parry are not the same as implacable and untouchable, they have very different activations.
Emperor Mollune Veilis Emouran 8 Nov, 2018 @ 3:49am 
Maybe add supreme focus and ghost? A new brigadier perk that adds another focus level after supreme focus for a total of 5
Emperor Mollune Veilis Emouran 8 Nov, 2018 @ 3:47am 
Ever Plan on expanding the tree? Love the hell out of this
Emperor Mollune Veilis Emouran 30 Oct, 2018 @ 10:29am 
when using pistols as a primary it turns the stance into that of the templar. making the shard guantlet secondary would also fix secondary sword animations(or so I would hope)
with utility slots extended shard guantlets can be used in utility slots and those are still affected by things like blademaster and bladestorm. Im very fond of of the rpgo mods so I thank you again for making this. For balancing issues shard guantlets dont play nice with anyother primary aside from a melee or pistol
Meman82  [author] 30 Oct, 2018 @ 1:50am 
@helion_amp Its fine sorry I came off as harsh, I just had put the important note section in specifically to anwser the question of the animation problem and I disliked having to repeat that. But considering other commenters have reported about finding solutions it is a fare question. Happy to to hear everything is working as expected once more, hope you find the specilazation fun to play with despite the stance issue.
hellion_amp 30 Oct, 2018 @ 1:30am 
@Meman82 I wasn't upset or trying to complain. I apologize if I came off that way. Just looking for assistance as to anything that may help alleviate the stance issue. I am now gaining focus. Started a new game with this mod activated at the start and it seems everything works as expected. The stance issue isn't a big deal in my opinion. But if somebody had a solution for it, it would be nice to know. Regardless, I greatly appreciate your hard work.
Meman82  [author] 29 Oct, 2018 @ 11:42pm 
@Undead imperial tyrant It might be more confusing if it only works half the time, plus the whole balance thing might get screwed over but I will look into to it. Might I ask how you came to learn that the animation would be fixed using the primary pistol. Is that just an assumtion or through some other mod have you tested it?
Emperor Mollune Veilis Emouran 29 Oct, 2018 @ 7:38pm 
And I agree wonderfull fucking work man
Emperor Mollune Veilis Emouran 29 Oct, 2018 @ 7:37pm 
would it be better or possible to make this a primary and secondary? Having a primary pistol fixes the animations
GUA 29 Oct, 2018 @ 6:12pm 
Meman82, I'd like to thank you again for this mod. For your first mod, you did damn good.
Meman82  [author] 29 Oct, 2018 @ 2:52pm 
@helion_amp I very specifically claimed that the shardweilder will not use the templar stance in the IMPORTANT NOTE section of the description. I'm unclear as to why it works for some people who have primary secondaries installed. I also have it in but it has never used the templar stance for me. This mod was made very quick and dirty (this is my first mod so actually very long and dirty but that is not the point). All the perks are just ripped directly from the games assets and as such use there base properties. This is the only reason I can think of for you not gaining focus on kills, it needs to be kills with the shardgauntlets.
Meman82  [author] 29 Oct, 2018 @ 2:42pm 
Focus gains focus on kills with the shard gauntlet exclusivley, while shinigami only does swords, knifes, and wristblades
@GUA no momentum is not supposed to follow rend it just says that because that is the default text for the rend ability.
GUA 29 Oct, 2018 @ 9:37am 
Like, Hellion_Amp, I wasn't sure if focus gets picked up on kills, or should shinigami be a better choice. Also, is momentum suppose to follow this version of Rend?
Emperor Mollune Veilis Emouran 29 Oct, 2018 @ 7:55am 
Thank you soooo much I have been waiting for this one
hellion_amp 28 Oct, 2018 @ 11:04pm 
I have Primary Secondaries loaded and still don't see the Shardwielder using a Templar stance while the Shard Gauntlet is equipped. I also am not accumulating Focus on kills or at all, really, but I wasn't sure if this was part of the mod or not.
Aries 24 Oct, 2018 @ 4:46pm 
i have it, its a required mod for the RPG overhaul i think
GUA 22 Oct, 2018 @ 8:34pm 
Futuremadscientist, make sure you have Primary secondaries added, this will change the stance to Templar.
Aries 22 Oct, 2018 @ 6:52pm 
can you change the animations of the soldiers to use the templar animations? they still use the rifle animations with a shard gauntlet
GUA 20 Oct, 2018 @ 10:16am 
Oh, good, because I started a new testing campaign and didnt see it listed. Thanks.
Meman82  [author] 20 Oct, 2018 @ 9:57am 
@GUA and @Wolffy My bad when I fixed the typo of shardweilder to shardwielder I screwed up what I updated breaking the specilazation. I am pushing an update now that should fix it