XCOM 2
Psionic Training
41 Comments
Corosar 16 Mar, 2022 @ 5:31am 
I am not sure if i am doing something wrong or not with the config file. But it appears that the mod is ignoring the config file for granting The Gift Trait to soldiers. and i barely know what the code is doing by looking through it.

I found a console command called GiveGiftToAll (am not sure if that is from your mod or not) but that didn't seem to work at all when i attempted to use it. It always seems to give about 20% of the units i have the ability to use Psionics. Was attempting to get majority of them but it didn't seem to work.

I did manage to add "The Gift" as an ability to a soldier but that didn't grant them the rest of the benefits. Is there some part of the code that might be messed up because of game patches since the last edit of the mod? and if so. Is there a way to force a soldier to have the benefits of the mod via a console command?

I know this mod might not be updated again but i figured i come and ask about it none the less
Inaire 4 Mar, 2022 @ 8:28pm 
maybe i should up the percentage up from the ini file?
Fuedrakia 11 Oct, 2021 @ 12:51am 
I'm guessing that this is meant as a lightweight alternative to XCOM Psionics Overhaul V3, as when I try running these two together they seem to cause CTD's.
pgg12 18 May, 2021 @ 8:42am 
A fix for the bug where the same abilities are added over and over again, that worked for me, was to paste this [docs.google.com] into the XComGameState_HeadquartersProjectPsiTraining_USSP.uc, as well as replacing the if statement in line 97 of UIChoosePsiAbility_USSP.uc with:

if (!Unit.HasSoldierAbility(AbilityName))
{
bAddAbility = false;
break;
}

and then recompile the mod. This prevents the game from overriding the selected abilities on project startup, as well as removing some redundand code.

Also, please note that I have basically no experience in modding xcom and therfore also don't really know what I'm doing so back up your game files before trying this.
Inaire 9 May, 2021 @ 8:24pm 
mod isnt working for me
OriKai956 16 Mar, 2021 @ 10:51am 
Where the probability is adjusted. Please tell me the exact procedure.
Shade11 23 Mar, 2020 @ 7:24am 
It seems this mod doesnt work. I changed chances for gifted soldiers to 100%, enabled it from the begining of campaign, and i cant train the exsisting soldiers (that have a class already).
Shade11 19 Mar, 2020 @ 7:55am 
So, is it means that a soldier who have a class already is unable to gain some psi abilities?
Nazkai 28 Jan, 2020 @ 7:17pm 
@LightenedDark let me know if that fix in your link fixes the same ability coming up over and over again once you've tested if you would be so kind?
LightenedDark 27 Jan, 2020 @ 12:31pm 
Just like Ydah, Morpheus, Spinel and NDL, I also have soldiers gaining the same ability over and over again. I would select one ability but it would again give that same ability as an option. I looked at the code and it appears to have methods to avoid decided to duplicates "Unit.HasSoldierAbility(AbilityName)" .

I even having a single list "PsiAbilities = (AbilityList = (...))" does not help. Once a soldier bugs, they stay bugged. Some take longer to bug out than others (ie successfully get several abilities). I will try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=933334693 to see if it will help, since I am using LW2 perk packs.
Dr.NDL 5 Jan, 2020 @ 9:55am 
i had an issue where i would train my normal (custom) classes but it would repeat the same ability over and over. i didn't know at the tine but when i looked at these soldiers they would have insanity 6 times or what ever else abuility 4 to 5 to 6 times.
Mirahael 17 Nov, 2019 @ 11:03am 
@Amori

If you edit the Ini to allow Skirmishers, then yes. Check my ADVICE guide on the Workshop discussions for Psionic Training, it will also teach you to add Modded classes.

Note: Just put "Skirmisher" for the class ID, that's including the quotes.

Also: My guess to why the Psi Lab keeps giving acquired Powers is that the Modder forgot to put in a form of capping, which makes it so units can not gain duplicates. HOWEVER, I have only noticed Duplicate abilities appearing on MODDED units, I have not had the chance to test this on the Vanilla classes, but if i find out it only happens on modded, then it must be some sort of code you need to put the modded class' ID in to prevent getting duplicate abilities.
Amori 9 Sep, 2019 @ 11:44am 
Can i add skirmisher to the XComUtilitySlotPsionicsWOTC.ini ?
|| Stars || 17 Aug, 2019 @ 11:38am 
Welp, something broke the mod I guess, all Soldier now get duplicated abilities, no matter how I train them
SupremeMorpheus 3 Aug, 2019 @ 8:11am 
Powers also aren't available, despite having an amp equipped
SupremeMorpheus 3 Aug, 2019 @ 8:05am 
Keep getting duplicate abilities, none of which are the one I'm selecting. Is there a fix for this?
Experiments 7 Jun, 2019 @ 7:20pm 
For RPGO compatibility, in XComUtilitySlotPsionicsWOTC.ini add

+AllowedClasses = "UniversalSoldier"
Ember 19 Apr, 2019 @ 3:36am 
My characters got duplicate abilities? My favorite soldier has about 6 diffrent soulfire slots and one insanity ability?
CivilizeThis 6 Mar, 2019 @ 9:28pm 
what is the name of the config ini file?
Experiments 22 Feb, 2019 @ 3:24am 
@Struguri This mod is limited to the four base classes, so currently pointless to modded games unless you edit it. From its ini:

+AllowedClasses = "Grenadier"
+AllowedClasses = "Ranger"
+AllowedClasses = "Sharpshooter"
+AllowedClasses = "Specialist"
Struguri 7 Feb, 2019 @ 2:02pm 
Hello i installed the mod, but none of my soldier was gifted ( exept one ) so i changed PercentGifted=20 in PercentGifted=100 went back to the main menu, loaded the save and rebuilded th psilab, but nothing changed.
Do i need to start a new game or have i done something wrong?
Ness 16 Jan, 2019 @ 2:07pm 
so u make and psi utility slot only for use psi amp?
Franimus 17 Dec, 2018 @ 4:39pm 
Is there any way to force a particular soldier to be gifted? Also, when does the roll happen? I rebuilt my psi lab after enabling this mid-campaign and am not seeing any non-operatives in the list. (I am using this with RPGO, but I added +AllowedClasses = "UniversalSoldier" to the INI.)
Abdulla Babulla 28 Nov, 2018 @ 11:23am 
Ah, thanks. If I wasn't using the Psi Overhaul, I would sub to your mod. Thumbed this up.
PZ  [author] 27 Nov, 2018 @ 5:29pm 
Psi Overhaul completely disables Psi Operatives, and this mod doesn't. It also works more harmoniously with other utility slot weapons since it's designed specifically to work with Utility Slot Sidearms Extended.
Abdulla Babulla 26 Nov, 2018 @ 8:14am 
How is it different from Psi Overhaul...?
PZ  [author] 20 Nov, 2018 @ 7:21pm 
It is compatible with No More Psi Amps. I haven't tested Faster Psi Training but it seems like it should work.
Popemaster 19 Nov, 2018 @ 9:59am 
Hey PZ, I know you mentioned you prefer No More Psi Amps earlier so is this mod compatible with that one? Would it also work with faster Psi Training?
PZ  [author] 15 Nov, 2018 @ 3:53pm 
I'm not sure how this is going to work with RPG Overhaul. If you're using other classes you'll have to add them to the ini as AllowedClasses (by default it doesn't allow faction soldiers or psi operatives) but they should work as long as they are relatively 'normal' classes.
EvilJoshy 15 Nov, 2018 @ 11:59am 
Any isses with A Better Advent or Richards classes?
Samantha 15 Nov, 2018 @ 11:53am 
Any compatibility issues with RPG overhaul?
Kakroom 15 Nov, 2018 @ 6:15am 
Pz stop being such a good modder I can't take all this hype
José 14 Nov, 2018 @ 8:31pm 
Could you add in the Psi Op skill tree like in Ziodyne/Kyuubicle's Psi Overhaul mod? I think Having an area under 'Soldier Abilities' would make it more easy to see what skills are needed to learn, plus adding psi abilities from other mods.
|| Stars || 14 Nov, 2018 @ 8:11pm 
Invisble Psi Amps just makes them invisivle whole No More Psi amps changes the animations
HATERADE 14 Nov, 2018 @ 7:59pm 
I think that is the mod I mean : D
PZ  [author] 14 Nov, 2018 @ 7:32pm 
@HATERADE
I don't know. I prefer No More Psi Amps personally!
HATERADE 14 Nov, 2018 @ 6:58pm 
This looks great PZ. Invisible Psi Amp compatible?
Charchu 14 Nov, 2018 @ 6:00pm 
The mod i mean. The mod is a great idea.
Charchu 14 Nov, 2018 @ 5:59pm 
its a shame the sidearm mod is required. I would've been fine just giving some soldiers passive abilities. Other than that, this is a great idea.
|| Stars || 14 Nov, 2018 @ 5:06pm 
This looks like a great alternative to the Psi Overhaul mod which tends to be very incompatible with many mods, keep up the great work