XCOM 2
RPG Overhaul - Psionics Specializations Extended
85 Comments
Puro 21 Jul @ 8:39am 
Dumb question but i didn't realize it since it was linking an old version, does this mod not work with Psi Overhaul V3?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2134513735&searchtext=
Lucas 16 Jun @ 7:46am 
You could aslo add

+AdditionalSquaddieAbilities = "Solace_LW"

under the [Resonant X2UniversalSoldierClassInfo] section in XCOMRPG.ini

This would give you the required ability for free at start
Aniloks 28 Feb @ 9:52pm 
@TheGames
You can change “Solace” to “Solace_LW” in XCOMRPG.ini.
MossMoth 19 Feb @ 5:35pm 
@TheGames
Did you ever find a solution for this? Seeing the same issue
Coqui Argento 5 Jan @ 10:42pm 
I am using "RPGO fused with LWOTC" so this might be an issue with that mod, but there are I think only 2 abilities which I cannot ever pick because they require "Solace" which I assume is referring to "Solace aura". The only thing I can think of that has gone wrong is that somehow it went from the forementioned "Solace" to "Solace aura" and the abilities requiring it broke because they're still looking for an ability named "Solace" instead of its new name. Will see if I can fix this.
Coqui Argento 5 Jan @ 10:40pm 
@Wowo Jones
You have to equip the Psi Amp as your secondary weapon in order for them to show up.
Wowo Jones 7 Dec, 2024 @ 10:05am 
None of my psi abilities show up in combat, I select them on the promotion screen and the passives work, but fuse, schism, etc just don't appear.

Help?
BlueSoD 7 Nov, 2024 @ 1:30pm 
@Paddon: Psionic damage and mental debuffs are two different things. Psionic Atrophy grants immunity to mental statuses (the same thing solace would do), but not psionic damage; it's the same reason why mechanical units aren't immune to things like Soulfire and Null Lance.
igor140 14 Jul, 2024 @ 9:06pm 
I'm not sure if this is due to this mod or another, but Stasis (from the Resonant tree) has Fuse as a requirement... but Fuse isn't on that tree, so unless I also take the Channeler tree, I can't ever access the entire Stasis line.

I really just want to remove the Fuse requirement, but I can't seem to find where that line is. Is it a base-game requirement? Or am I overlooking it in the config folders?
igor140 14 Jul, 2024 @ 8:42pm 
@Gaia: you need to have this mod enabled and the "original" (non-extended) version disabled.

@Broham/ @HaziTru: two years late, but it make it irrelevant. You can still build it, and it technically works, but there's no point.

@TrooperCoon: I think you would need to equip a psi amp in the secondary slot. All of the abilities with this mod are based on the secondary slot. Other than that, there's no reason it wouldn't work
Paddon 11 Apr, 2024 @ 3:09am 
Weirdly my soldier who has psionic atrophy just took some psionic damage 🤔 Hit by the same weapon that he was immune to a turn ago
Nero 30 Jun, 2023 @ 12:43pm 
Does this mod work with priamry shard gauntlet or does it only work with psionic melee?
HaziTru 20 Nov, 2022 @ 5:06pm 
I have the same question as @Broham. So no point building the Psi lab now huh ?
Broham 26 Sep, 2022 @ 7:27pm 
I'm probably overlooking it - but, how does PSI Lab facility work with this mod? Does this mod just make that facility irrelevant and a waste of facility slot space? Guessing so but wouldn't mind a yea or nay from someone who knows for sure already.
Gaia 16 Sep, 2022 @ 1:59am 
The psy specializations doesn't appear (after promoting a swaddie). All the other class are ok. I have the same problem with the mod "Psionics Specializations" but I cannot understant what could interferes with the "psy" specializations. Any clue will be much appreciated !
Aurean 21 Aug, 2022 @ 4:56pm 
@Nerfchris Bstar is correct, there are A LOT of psionic mods that each want to either buff or debuff the psi amps and shard gauntlets. Some are also in the XComGameData_WeaponData.ini files but many are not and may be located in a custom (named after mod) file, just check any psionic or weapon mods you may have.
bstar  [author] 10 Aug, 2022 @ 3:28am 
Hi Nerfchris, sorry for the late response - I am not really modding or playing XCOM 2 anymore. My best guess is that another mod of yours modifies the same config entry and that that mod's configurations are loaded last, thereby overwriting this mod's adjustments. You could check that by searching all "XComGameCore.ini" files in your mod folder for the entries "PSIAMP_CV_STATBONUS", "PSIAMP_MG_STATBONUS" and "PSIAMP_BM_STATBONUS". If another modifies those, you would need to delete/comment our their entries.
Nerfchris 10 Aug, 2022 @ 3:21am 
I worked around it by giving the soldier the missing +50 psi offense by using console commands from [WOTC] Additional Soldier Console Commands
Nerfchris 5 Aug, 2022 @ 1:38pm 
Hello,
I have encountered a problem either because it is a bug or because I am stupid,
Psi amps don't seem to actually add the +50 psi offense. They make the stat visible but it's just zero. It's not a visual thing because on a mission I actually have only the base 50% when trying to land insanity for example. I have checked in the ini configs and everything looks fine. My wild uneducated guess could be that it's incompatible with covert infiltration for whatever reason.
ToXxy 30 May, 2022 @ 11:35pm 
A helpful fellow on the Discord put this quote forth, unfortunately I'm not smart enough to know what to do with that, assuming he's correct.

"this is possibly something to do with LWOTC internal renaming of Solace to Solace_LW ... the RPGO spec and the PSE plugin is possibly hardcoded for the older name or for the WOTC-LW2-Perks&Classes mod (which also uses different names to the now released LWOTC)"
Xeal 30 May, 2022 @ 8:27pm 
Well yeah, normally, we all know that much. We just had hopes when a RPGO + LWotC bridge mod was created, but even that kind of shoehorns things together. Musashi once planned to make them compatible when LWotC was finally released on workshop but they seem to have stopped modding, at least for XCOM 2 before that happened.
bstar  [author] 30 May, 2022 @ 7:18am 
RPGO & LWOTC are not really compatible and neither were made with the other mod in mind. Both make sweeping changes to the game without regard for other mods doing the same. You can get them to work together okay-ish but you are bound to encounter issues at some point, even with compatibility patches, since these will never be able to account for all possible mod combinations (e.g. the dozens of RPGO plugin mods) and can not change/patch all problematic parts of the base mods.
Xeal 29 May, 2022 @ 5:56pm 
I just use all the covert infiltration and strategy overhaul stuff with the amalgamation classes now. ABA, can actually add maps... fun times.
Xeal 29 May, 2022 @ 5:54pm 
Nope never figured it out, I eventually just got tired and ditched long war and RPGO altogether. I like Long War and some of the challenge it adds, not so much the whole not knowing whether or not you've lost the campaign already until you're like 30 hours into it. Still something wonky with the compatibility between those two even with the bridge mod anyway.
ToXxy 29 May, 2022 @ 11:46am 
@Xeal Would greatly appreciate you sharing the solution if you did/do discover it.
FLSoz 5 May, 2022 @ 9:09pm 
Any time I use soulfire with the soulsteal ability, I get the squid bug
Xeal 24 Apr, 2022 @ 3:08pm 
Hmmm... So it would probably have to be between LWotC or the RPGO & LWOTC compatibility and balance patch... I suppose I would assume long war, guess I'll have to dig through that monster, thanks for helping narrow it.
bstar  [author] 24 Apr, 2022 @ 9:26am 
This mod doesn't add any prerequisites for Null Lance, so it's likely another mod. Once you've identified the mod responsible, you can dig through its .ini files to see if the dependency can be changed there (which it likely can). Unfortunately, I haven't played or modded X2 in a while, so I don't have a good guess which mod it could be.
Xeal 23 Apr, 2022 @ 7:20pm 
I don't know if it's this mod or another, I assume this one since it adds the specializations, but the abilities seem to have pre-requisites. I can't take Null Lance without first taking Solace but... I don't have the tree with Solace on that soldier, so I want to know how I might edit that out because I didn't see anything about pre-req's is any of the files for this mod.
AgtShadowWalker 26 Nov, 2021 @ 10:09pm 
So I enjoy the new Squaddie Perks, but I use Psi Overhaul. Is there a way to disable the new classes so they don't show up in the Specialization list, while also keeping the new perks?
bstar  [author] 27 Jul, 2021 @ 1:32am 
If you use random squaddie perks along with a limited number of random specs, you're obviously going to get some non-ideal combinations. You can also get melee abilities on soldiers with melee specs.

RPGO's default settings give every soldier access to every ability. It's up to you to combine the Second Wave options in a way that makes sense for the way you want to play.

Mackeroni 26 Jul, 2021 @ 7:28am 
I had to comment out a lot of the Squaddie perks, because they keep appearing on units without a psi specialization when using Random Classes, making them completely useless.
TaKo 10 Jul, 2021 @ 2:57am 
okay swapping to flat dmg bonus seems to make it more consistant, great mod, amazing addition to RPGO

sidenote, would it be possible to somehow tweak null lance to increase its width to 2 or 3 in order to make targetting with it less annoying?
TaKo 10 Jul, 2021 @ 1:29am 
unstable may be working properl? not sure, maybe its just implemented in a weird way but the in-mission tooltip shows higher damage numbers but it can still roll damage below the minimum roll(i.e screen says 9-12 damage for soulfire but it does 7 damage)
Thalarian 31 Mar, 2021 @ 8:21am 
That makes sense. And sometimes I do modify the localization for some reason or another, or use it when testing "hybrid" classes or functionality. Much like the RM_Biotics class information.

Unfortunately, the 3 specializations are not populating with any of my Psionic/Psi GIfted soldiers. It could be a randomization component but I'll keep playing with it. Thanks for the quick response.
bstar  [author] 31 Mar, 2021 @ 6:00am 
Yes, it's supposed to be blank. What are you expecting in there? Do you want to change some part of the localization?

This mod (and RPGO in general) uses so-called "specializations", not "classes" - very big and important difference. Under the hood, all RPGO soldiers are the same class. So naturally, console commands that change the soldier's class will not have the intended effect. Please have a look at the Console Commands section in the RPGO discussion threads on the mod's workshop page for more information.
Thalarian 30 Mar, 2021 @ 11:47pm 
So taking a look at the mod itself, when I open the XComGame.int in Notepad++ for this mod, it's completely blank. When I test it by forcing a MakeASoldierSelectedClass console commands (Such as Channeler), the class never populates and it becomes randomized.

Is the .int file supposed to be blank?
Rhonin Morgrim 21 Mar, 2021 @ 1:08pm 
@bstar I'm referring to the V3 version, if that helps.
bstar  [author] 21 Mar, 2021 @ 7:47am 
I'm not sure which Psionic Overhaul exactly you are referring to, but generally, this mod serves as a typ of psi overhaul itself, so I wouldn't recommend using another one alongside it.
Rhonin Morgrim 20 Mar, 2021 @ 11:00pm 
Question: Will this cause any issues with the newest version of Psionic Overhaul?
bstar  [author] 5 Feb, 2021 @ 5:21am 
Hi @Saruwatari,

sorry for the late response. You don't need Starting PsiAmps when using this mod, because the functionality is included already.
Saruwatari 19 Dec, 2020 @ 9:06am 
you say "Starting PsiAmps" should be removed
then what about RPGO Gria Specializations -> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2066405039 ?
this one lists it as a dependency
can i use both at the same time ? (RPG Overhaul - Psionics Specializations Extended + RPGO Gria Specializations)
bstar  [author] 25 Oct, 2020 @ 5:45am 
By "the mod folder" I mean the folder of the mod that adds the ability in question. For most of the abilities in this mod that means either (1) Bstar's Perk Pack, (2) More Psi Abilities or (3) the base game.
bstar  [author] 25 Oct, 2020 @ 5:44am 
In the mod folder. From there open "Localization" and in there open XComGame.int. If you find typos or other errors, please post in the Bug Reports thread.
Psiiijay 25 Oct, 2020 @ 5:09am 
Solved! Works perfectly. :)
Btw - where is the ini for the ability names and descriptions?
bstar  [author] 22 Oct, 2020 @ 7:20am 
You're gonna have to be a little more specific.

Are you using RPGO? Are you looking for the new psi abilities on an RPGO soldier? Which - if any - Second Wave Options do you have active? Which "new psi abilities" do you mean? The starting abilities or the three specializations?
Psiiijay 22 Oct, 2020 @ 4:51am 
I can't see the new psi abilities.. It looks the same as always.. how do you get it?
bstar  [author] 30 Sep, 2020 @ 5:10pm 
I've had zero "crush" reports until now and I don't see which part of this mod would cause crashes. Why do you believe this mod is the cause of your issues?
Haerzog 24 Jul, 2020 @ 6:47pm 
After a little narrowing-down, it seems to be the 'Psionics Overhaul - Expanded Psionics' mod, which is a mod-mod of Psi Overhaul V3, which is causing the problem. Psi Overhaul v3 actually has no issues working together with the RPGO spec's from this mod.
bstar  [author] 24 Jul, 2020 @ 6:01pm 
Pretty sure Psi Overhaul V3's plugins actually remove the specs from this mod. They are not meant to be used together..