XCOM 2
[WOTC] Bstar's Perk Pack
47 Comments
Daddy Kaneki 14 May @ 1:10pm 
Is it just me or does this mod file not contain the XcomClassData.ini? I want to add these perks to the global pool
Aks 2 Nov, 2021 @ 4:15pm 
Russian Translation
Thanks for this cool mod! I made a translation into Russian. Please add it!

Русский перевод
Распаковать в папку локализации мода (...\steamapps\workshop\content\268500\2115077818\Localization)
https://drive.google.com/open?id=1DYEBt_m0m8MrbHpMFMCF4FLlduBLjGz8&authuser=axaaaid%40gmail.com&usp=drive_fs
bstar  [author] 3 Aug, 2021 @ 5:00am 
Been a while since I played (or modded) XCOM 2, but if I'm not mistaken, Overwatch works the same way in the base game. So while it's not exactly "intended", it's consistent with base game behaviour of reaction abilities vs. MC'ed units. I realize this might lead to some frustrating situations, but I guess... that's XCOM?
Kaden Ha 3 Aug, 2021 @ 4:46am 
I'm not sure if it's bugged or intended but Arc Thrower and Sawed-off's Overwatch trigger on allied mind-controlled (e.g. Dominated) units
bstar  [author] 15 Nov, 2020 @ 1:02pm 
This mod only contains the abilities. Anyone is free to make other mods that use them in any way they want.
Red110 15 Nov, 2020 @ 12:43pm 
How about make which new psionics have a small chance to get this ability as negative trait after psi-trainig(or if play with Kyuubicle's Psionic Overhaul mod after psionic testing)?
bstar  [author] 15 Nov, 2020 @ 12:31pm 
What do you mean by that?
Red110 15 Nov, 2020 @ 11:44am 
@bstar Unstable perk looks like a negative trait.
Lavernius Regalis 9 Nov, 2020 @ 11:12am 
Would there be any issues with setting Sawed-Off Reload to have -1 charges (i.e., unlimited)? I'm only prompted to ask because of the Deep Pockets ability.
TeslaRage 23 Sep, 2020 @ 4:43am 
Thank you @bstar. Appreciate the response.
bstar  [author] 23 Sep, 2020 @ 2:26am 
That sounds highly unlikely. This mod shouldn't affect promotions in any way.
TeslaRage 23 Sep, 2020 @ 12:03am 
@bstar is it at all possible that there are perks in this pack that might cause a soldier to get promoted to Brigadier rank (from Colonel) in a modded class with no Brigadier rank?

I am at lost at what is causing this problem in my current campaign. Any clues would help.
bstar  [author] 23 Aug, 2020 @ 6:46am 
You'd have to tried that out yourself. I don't officially support Utility Slot Secondaries/Psiamps.
SupremeMorpheus 23 Aug, 2020 @ 5:23am 
Will mind burst encounter issues if the psi amp is in a different slot to SecondaryWeapon? Like, for example, when used with psionic overhaul v3?
bstar  [author] 9 Aug, 2020 @ 9:38am 
Sounds like a bug. I'll have a look as soon as I can.
Kiruka 9 Aug, 2020 @ 9:16am 
I've seen None Shall Pass proc against the same enemy more than once during the same movement action of theirs. Is that a bug or a feature?
Kiruka 16 Jun, 2020 @ 8:24am 
@geh4th Iridar recently released a new update for Weapon Skin Replacer, that allows for changing an ability's icon through WSR's configuration ini file. You could use that to make Hipfire point to the LWOTC version of the icon or whatever other one you want. I did something similar already myself.
bstar  [author] 13 Jun, 2020 @ 12:18am 
Welp, this mod doesn't support LWOTC at the moment. I can add support at a later time, once it's on the Workshop
geh4th 12 Jun, 2020 @ 6:48pm 
I'm playing LWOTC. I have access to Sawed off shotguns, and all the other S/O shotgun perk icons are showing up fine. Look very good, too.
bstar  [author] 12 Jun, 2020 @ 4:13pm 
Well, it relies on the icon library LW 2 Secondaries, without which you don't have access to the Sawed-Off Shotgun anyway.
geh4th 12 Jun, 2020 @ 3:47pm 
The Hipfire perk is not showing an icon image in my game. It has that generic "IMG:" look.
Flashstriker 12 Jun, 2020 @ 4:49am 
Damnit man stop adding all these cool perks, now I'm tempted to concept another class that will never see the workshop XD
bstar  [author] 12 Jun, 2020 @ 2:58am 
Thanks for letting me know. However, the "typo" is only in the template name, which won't be seen by the player, so I didn't bother fixing it there when I noticed it's supposed be "sawed" instead. As long as all references are correct, it makes no difference at all in the game.

You will notice there are other abilities that have a template name that doesn't match their localized name, even the base game has instances of that. The reason is that you usually write the code first before knowing the exact name, or perhaps you later come up with something better. The problem with changing the template name retroactively is that (a) you have to change all references to the template name in all other (code) classes and config entries or something will not work correctly and (b) if people are already using the reference in their own mods/configs, then those will break too. I'd rather just keep a small typo. I'd assume most people copy & paste the names anyway.
geh4th 12 Jun, 2020 @ 2:50am 
Sure. I have made an arc-thrower-specific tree on my LW assault class, and I plan to assign some of these perks to that tree. It'll probably be a while until I've arranged a suitable test situation, though. I have to remember to go off-tree and take CCS for testing purposes, too.
geh4th 12 Jun, 2020 @ 2:48am 
I've also noticed a sort-of typo in the "Reload Sawed-Off Shotgun" perk. The display name will presumably show like this, but the perk name is BS_SawnOffReload - note the "Sawed" vs. "Sawn". I don't think that there's any technical issues with that, but it could cause some confusion. Not sure it's really worth doing anything about...I just wanted to bring it to your attention.
bstar  [author] 12 Jun, 2020 @ 2:47am 
That's a good question that would need to be tested in practice. I'd assume both would proc in sequence. If you test it, could you let me know the result so I can fix it and/or add it to the notes section? I assume other people will wonder the same thing.
geh4th 12 Jun, 2020 @ 2:43am 
Followup: If a soldier happens to have both Close Combat Specialist and That's Close Enough, will both proc at their appropriate ranges? Can both target the same enemy?
bstar  [author] 12 Jun, 2020 @ 2:21am 
> see in the .ini that this has a cooldown of 1. I assume that this means that it can be used once per enemy turn

Exactly, it can proc once per turn.

> Does this perk's cooldown work independently from the Arc Thrower's normal usage cooldown

Yes, it's completely separate. It doesn't affect other Arc Thrower cooldown in any way. May not make complete thematic sense, but imo the ability wouldn't be very good otherwise.
geh4th 12 Jun, 2020 @ 2:08am 
I have some questions regarding "That's Close Enough" (Arc Thrower perk). I see in the .ini that this has a cooldown of 1. I assume that this means that it can be used once per enemy turn in a sort of "Close Combat Specialist" fashion, based on the description. Does this perk's cooldown work independently from the Arc Thrower's normal usage cooldown (i.e. is it a shared cooldown?)

Examples: If you've used the Arc Thrower offensively last player turn, can this effect trigger on the following alien turn? If you benefit from this effect, what is the cooldown before you can next use the Arc Thrower offensively?
Flashstriker 10 Jun, 2020 @ 5:14am 
Thanks in advance for that!
bstar  [author] 10 Jun, 2020 @ 5:11am 
Good point about the Gene Mods - and Augmentations as well. I'll consider making some with the perks (or future perks) in this pack.
Flashstriker 10 Jun, 2020 @ 4:56am 
These are some really interesting perks that would make an interesting psion. Hell some of these would make good gene mods. One of these days I'll delve into the mod tools
geh4th 8 Jun, 2020 @ 6:54am 
Thank you muchly.
bstar  [author] 8 Jun, 2020 @ 6:22am 
The "here" link above now links to a Google spreadsheet that includes the template names.
bstar  [author] 8 Jun, 2020 @ 6:10am 
Absolutely, I was planning to do that, just haven't gotten around to it yet.
geh4th 8 Jun, 2020 @ 6:04am 
@bstar: A request, please. Can you make a post (or point out where I can find this) that shows the perk names that should be used when making edits to include these abilities on psionic soldier classes in their XComClassData.ini files?
bstar  [author] 6 Jun, 2020 @ 12:12pm 
Yes, I am planning to add some of the other perks I've made to this mod. Can't give an exact ETA though.
General Disarray 6 Jun, 2020 @ 12:09pm 
Hey bstar. First off, thanks for the mod. Glad to have a standalone mod pack that we can plugin regardless of what class pack we are running with. I have a request. Would you consider adding the sawed-off/marauder specialization perks in this mod pack? Or alternatively release it as a separate mod. There are several class mods (outside of RPGO obviously) that rely on LW2 secondaries but do not really use the sawed off effectively and it would allow us to plug the perks manually to make it feel a bit more useful. Would really appreciate it
Puma_The_Great 4 Jun, 2020 @ 3:04am 
Oh, I just missed the part about them being mind controlled.
bstar  [author] 3 Jun, 2020 @ 12:52pm 
Oh maybe you misunderstood the description. It deals damage equal to 15% of the Will stat of the primary (mind-controlled) target.
bstar  [author] 3 Jun, 2020 @ 12:50pm 
Samsara units? Do they have 500 Will? If so, it's gonna be difficult to Mind Control them, which you need to do if you want to use Mind Burst ;)
Puma_The_Great 3 Jun, 2020 @ 12:36pm 
This mind burst thing will blow up my all my samsara units in one hit, dealing 75 damage at once.
󰀀Wilson 2 Jun, 2020 @ 6:29pm 
-_-?
bstar  [author] 31 May, 2020 @ 11:44pm 
It adds new abilities which you can give to classes/items. Requires some ini editing though. It's mainly a modder's resource and a way for me to have all my custom abilities in one place.

No, they are not GTS abilities. Otherwise you'd get them on classes that can't use them.

On its own, the mod does nothing.
keryth 31 May, 2020 @ 10:22pm 
Do these show in the GTS? Are they new Psionic abilities?
R.I.P*DEATH 31 May, 2020 @ 6:56pm 
SO WHAT DO THIS DO?
Cypher10 31 May, 2020 @ 1:02pm 
Cool, always love experimenting with more perks! I appreciate your work!