Arma 3
Psykers and Chaplains
109 Comments
KanuckStreams 21 Jun @ 8:46pm 
Hello! I'm looking to create a Psyker "brotherhood" within the unit that I am a part of! I have a few questions.

Can units be created with powers pre-set for them, for players to load in as those individuals (I think the answer is yes, but I want to be sure)?

Can the parameters of these abilities be edited? Specific example, can the radius or duration of Veil of Time be changed so that it is only, say 200m radius around the psyker, or only lasts 1 minute before the markers are removed?

Thank you very much, and that looks like such a great mod!
Gowther 8 Jun @ 3:44pm 
@Falx
Would it be possible for me to get your blessing to take what you have, reupload it with changes and updates to what you have?
I'll credit you for everything as well as link the original if people don't like the changes/updates.
Chaingunmaster 16 Apr @ 9:26am 
Love the mod and it's fun being a 1 man army/ heavy support role in ops. I hope for a future update and fixes to come within the mod. It has some great potential
CovidDoctor 1 Mar @ 1:23pm 
Is it still actual? I tried to used it and it just doesn't work. There are no functions in that array at the top left corner.
Seffius 20 Feb @ 7:27pm 
Is it possible to make the AI use the abilities themselves?
The Exile 19 Oct, 2024 @ 2:35am 
Think the recent update bugged something on your mod. when using player slots with your units not it flags that animation files and skeletons are missing making the scenarios unplayable or difficult to connect to. am running tests but so far only encountered when player slots for your units are present in the line up.
Ecchi 17 Sep, 2024 @ 9:10am 
Is there a way to apply Librarian to for example a Terminator?
Teej 24 Aug, 2024 @ 9:40am 
how do you stop mind controlling a unit without killing it?
Engi 12 Aug, 2024 @ 9:23am 
If possible could you look into getting the abilities to work woth the black carapace mod? It’s causing issues due to how the abilities interact with the armor and we arent sure why. The BC dev things it’s something to do woth the hit part event handlers but we arent sure
TheGreatMerlin 18 May, 2024 @ 3:50pm 
@Falx Hey so I'm having a major issue; Given the fact the Narthecium by WBK does not work, I'm using the MEND ability from your mod as a backup for my Apothecaries, in addition to using Librarians and Chaplains to fulfil their respective roles on the battlefield.

A major issue with the mod is that they are all invincible. Not all the time, but sometimes, for some reason, they just cannon die. Librarian powers work fine, Chaplain buffs do not, but this is a minor issue in comparison to the invulnerability problem.

Any help would be massively appreciated, as of now I have no other solution but to disable the mod, but his utterly wrecks three of my rank types and affects like 10 people.
❤ Vexxi ❤ 29 Sep, 2023 @ 12:08am 
Is there a possibility to add Psyker powers to any other unit such as a dread, if theres like a script?
Cornfedman19 27 Apr, 2023 @ 7:02pm 
So is there a reason why they dont spawn with the abilities activated? Just curious cuz i was spawning them into a liberation mission but they have no ability use. So unless they're used in a custom mission, they're useless in any others?
walnut 11 Mar, 2023 @ 9:06am 
Is TIOW fully required? Want to run with IFA3 but TIOW bugs it out
baron556 5 Mar, 2023 @ 2:40pm 
So does this only work with the ACE med system, or will it still do it's thing if you're running a version without the ace med and using the vanilla medical?
Wulf 25 Feb, 2023 @ 2:10pm 
Whenever i try to spawn a Astertes psyker, it always spawns a normal naked AI. I might be missing something here. Please let me know.
Malrik Carsten 8 Jan, 2023 @ 3:44am 
ah thank you
Falx  [author] 7 Jan, 2023 @ 9:24pm 
@Malrik, make sure to have the abilities ticked on and once running in multiplayer be sure to respawn once and they should work then. It is an issue I have to refactor my codebase to fix that I am working on now because my next big project for the mod is zeus spawned psykers.

To be clear, they won't use the abilities themselves but lets a zeus spawn one and then rc them to use the abilities
Malrik Carsten 7 Jan, 2023 @ 3:04pm 
how does this mod work? ive enabled the powers and dont get the option to use any
Falx  [author] 31 Dec, 2022 @ 6:40pm 
Well the hope was if I can do it on init, it would mean that a zeus would have been able to place down a psyker enemy and just zeus rc and use its abilities instead. So it def is on the table
Holligan 31 Dec, 2022 @ 6:29pm 
Ik smite is just zeus lightning but vortex of doom and voidstrike are impossible to replicate atm via zeus shenanigans
Holligan 31 Dec, 2022 @ 6:28pm 
Any chance of putting the existing abilities into zeus modules? Would make it easier to simulate fighting an enemy psyker
Falx  [author] 31 Dec, 2022 @ 3:09pm 
In the mean time I am gonna work on my next ability for psykers -> a meteoric rain kinda thing. Dropping a hail of rocks at high velocity from the sky
Falx  [author] 31 Dec, 2022 @ 1:08pm 
Should be pushed out to set back to respawn now
Holligan 31 Dec, 2022 @ 12:51pm 
No, we didnt initially start with them from what I could tell. It seemed like they were getting them as they got close to our Librarian and Chaplain but we were too busy with getting the operation going to do extensive testing.
Falx  [author] 31 Dec, 2022 @ 12:32pm 
I think what is happening is the method I am using between setting the powers per person per psyker/chaplain can't work with the init eventhandler due to the fact it being called possibly on other ppl. So what I will do for now is set it back to respawn for powers until I can I think of a way or refactor the method I am using to make it so init doesn't do it's funny stuff anymore.
Falx  [author] 31 Dec, 2022 @ 12:21pm 
Do you know if they started the mission with the abilities, like when they first spawned in or did it happen over the op?
Holligan 31 Dec, 2022 @ 12:11pm 
Not sure it was fixed. My unit had the same issue last night. Had about 10 tactical marines with not only psyker powers but two sets of litany of hate
Falx  [author] 27 Dec, 2022 @ 9:38am 
@Arge Should be fixed now, just tested under your circumstances live. Be sure to repair the mod as well.
Falx  [author] 27 Dec, 2022 @ 8:17am 
I think I know the issue you are having, ill get that fixed in about one to two hours from now.
Arge 26 Dec, 2022 @ 10:31pm 
Here is the video as you requested. Here on the psyker slot there are all the skills and they work, but after the revival they disappeared. I clicked on MMB several times after the revival so that the list appears, but it is not there.
https://youtu.be/KZTmmIJuywg
Falx  [author] 26 Dec, 2022 @ 12:53pm 
If you can link a video or something that could help.
Falx  [author] 26 Dec, 2022 @ 12:52pm 
I just tested with the live mod on two different servers and cannot get either of your problems to occur. Try repairing the mod to force it to update. It may not have updated for you properly. In so far as the everyone is psykers thing I cannot get that to replicate at all nor does the code even allow such a thing as they would need to A.) have the ability ticked on and B.) be derived from Psyker_Marine to even inherit the eventhandlers to call the functions to setup the unit. So I unfortunately cannot help you on that one
Arge 26 Dec, 2022 @ 8:17am 
I'm sorry, but I just checked the mod and nothing has changed there. When psykers die, their abilities disappear. If it doesn't work out, can you return it as it was? So that after one respawn abilities appear
Arge 26 Dec, 2022 @ 6:22am 
The mistake is that any other slot gets psyker abilities, only respawn helps to get rid of this. But at any time during the game, the psyker loses these abilities. Perhaps this is the maximum information that I can tell, since these cases occur under the most diverse circumstances
Falx  [author] 26 Dec, 2022 @ 1:21am 
Was able to get good enough wifi where I am at to punch it out in time. Should be fixed now @arge
Falx  [author] 25 Dec, 2022 @ 11:33pm 
I will try fixing it on Holiday but no promises
Falx  [author] 25 Dec, 2022 @ 11:32pm 
@arge can you provide more info for the first issue of everyone being a psyker? I have tested on single/multi/dedicated multi and cannot replicate it. For the respawn breaking it I found the issue and it will be fixed in the next update when I am back from Holiday in a couple of weeks
Arge 23 Dec, 2022 @ 6:03am 
hello, there was a problem with this mod on the server. After your update, the abilities of psykers began to appear on all slots (from an ordinary person to Astartes), and on the slots of psykers and librarians, they began to disappear after death. I would like to know when will it be fixed?
Bear 19 Dec, 2022 @ 1:16pm 
welcome back my guy!! looking forward to seeing this shit in action!! :D
Falx  [author] 19 Dec, 2022 @ 12:27pm 
Back :)
Ass_beater420 18 Nov, 2022 @ 2:04pm 
i cant wit for the ork wird boy (if it comes out)
Bear 7 Nov, 2022 @ 2:01pm 
Is anyone else having issues with the chaplain's powers the litanies not buffing allies? is there a fix?
Dane 22 Sep, 2022 @ 3:13pm 
Is it possible to get the mod keyed?
Tedward The Black Prince 29 Jun, 2022 @ 12:10pm 
so, out of curiosity, how would one go about assigning these abilities to a unit not included in this mod i.e. a dreadnought?
Brickky 13 Jun, 2022 @ 6:38pm 
Is it possible to have the force dome as an independent object in Eden Editor? Nice to have it as a stand in for a void shield.
Faraday 23 Apr, 2022 @ 2:34am 
Falx, will you continue working with your mod?
Maybe, new spells or something else?
Aslo, do you need help with that?
Blackshield Lysander 21 Apr, 2022 @ 3:54am 
Cheers mate, thank you
Falx  [author] 20 Apr, 2022 @ 5:55pm 
@Lysander no.
Blackshield Lysander 20 Apr, 2022 @ 11:35am 
I have a Question, I have been told that there are Passive buffs that are always active. Is this true? @Falx
Faraday 12 Mar, 2022 @ 10:46am 
Wake up, Creator! We have a city to burn.