XCOM 2
Liberators Specialization System
16 Comments
WorldBridger70 3 Mar, 2024 @ 7:40am 
I don't know much about modding, but I hope this gets fully realized and becomes popular. I can see modders taking lessons from RPGO and Proficiency to make some awesome primary specializations and porting over others as secondary ones. Thank you for your work on this.
VII 22 Jan, 2022 @ 5:40pm 
@chris, yea ive got through the skill lists ive got and created a firearm(auto rifles) pistol(the outlaw tree with a few changes) and sword tree on its own, so that blended really well.ive just had to close and reboot another playthrough due to a couple of cheeky conflicts, does buyable/trainable skills) get effected by this or is that what CanReplaceOwnedSpecs is for?
Chris The Thin Mint  [author] 22 Jan, 2022 @ 8:47am 
@VII Random/Pistol row is currently not possible. I will look into supporting it when i have the time. Though i feel like pistols would also work fine as a secondary specialization, they can be pretty strong.
VII 22 Jan, 2022 @ 1:55am 
Side note.your mod seems to have no issue porting in other mods perks from stuff like biotic redux.replacing most of the icons with mod folders in question seems to fix alot of the icon issues too.still doing a rough playthrough atm
VII 22 Jan, 2022 @ 1:51am 
@ chris.yeapnsure enough it's been my own doing.scrubbed it and started again.must of had a a mystery button press that broke some code.sorry to be a pain but final question is how would I add a pistol tree like lwotc has?
Chris The Thin Mint  [author] 21 Jan, 2022 @ 8:53am 
@VII I built the mod to be compatible with LWOTC, unlike RPGO, though i haven't tested it in detail. The default specializations also use the perk ids of LW2 Classes and Perks rather than those of LWOTC so one would have to rebuild them for full compatability (and actual balance).
VII 21 Jan, 2022 @ 5:26am 
so been toying with this mod trying to convert a biotic class over but seem to be having trouble getting the code in the right places.read the doco over and over but im not much of a modder in the first place,plan on making a few once i get the hang of it
VII 20 Jan, 2022 @ 8:22pm 
hate to be that guy but does this conflit with lwotc at all?
Chris The Thin Mint  [author] 19 Oct, 2021 @ 3:30pm 
@Zorbakaq No worries. Yes, thats an upcoming feature. I already have a basic version of it working, just want to add more things to it to flesh it out.

Also, i may balance the inbuilt specializations after all, as much as i can with the existing perks. Seems its kind of misleading for people to see full specs in the preview already.
Zorbakaq 19 Oct, 2021 @ 10:54am 
Sorry for the spam :fhattacker: but one last question, in the specialization screen The Assault Specialization has Stat progression, will there be a way to configure this with new specializations in the future?
Zorbakaq 19 Oct, 2021 @ 10:49am 
@ Chris the Thin Mint Nice, so I've been able to make a basic Samurai Specialization used with this system. So Far so good. I could probably get a it finished by the end of today.
Chris The Thin Mint  [author] 17 Oct, 2021 @ 6:36am 
@Zorbakaq Here you go. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2630343786 Its almost the same as RPGO, should be pretty clear.
Zorbakaq 16 Oct, 2021 @ 7:44pm 
@Crhis the Thin Mint, I've Converted some Classes over to RPGO in the past, and I've been editing them for a while now, I understand most of it.
Chris The Thin Mint  [author] 11 Oct, 2021 @ 7:43am 
@Zorbakaq Sure, i can whip up a quick guide this week or so. Do you have previous experience with the way specs are set up in RPG Overhaul?

@ProcessQ I took a look at your suggestions. The hook i am planning to add to the mod would allow specs to have any requirement, such as the presence of a facility, a certain perk or minimum stats. Training in facilities is a bit different though since you need to set up staff slots and projects. I might consider a framework like that in the future, but i can't promise anything right now.

I would encourage you to get into modding and make your own specializations (or port those from RPGO) if you want to see a system like that come to fruition. I'm too busy with a big project of my own to implement a fully playable thing in this mod.
Zorbakaq 10 Oct, 2021 @ 6:54pm 
I can't wait to, use this. If possible could you make a quick guide as to how you would add new modules?
ProcessQ 8 Oct, 2021 @ 2:22pm 
I love these ideas. Last year I made a few suggestions in the RPGO github that may give you some more ideas for this. Take a look at issue 73 his github. I can try to paste them here if you can't see them. Although they might be too long.