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I'll have to think about whether or not I want to do that, thanks for elaborating on the problem.
If you wish to use the Venom Stims with RPGO, the only thing I can recommend is changing "VENOM_STIM_COST" in "XComKPPPharmacistSkills.ini" from 1 to 0 in order to make these work together (it will make the Venom Stims not use Venom Stacks and some wont have cooldowns due to these changes). You can also do this to the other Venom Stim abilities to make them work as well.
I assume this has something to do with the fact that Venom Stims are now tied to the Proficiency ability. While you probably shouldn't be using this together with RPGO, it is still an issue, and I did want to point it out.
I'll see if I can narrow it down or find anything else out in troubleshooting over the weekend.
Pretty sure that wouldn't fly under the radar for so long, so likely a problem on my end - just no idea what could even be touching the same files as this guy...
I seem to have an issue and am not sure where to start troubleshooting. The class seems to work as intended, except Hunker Down never provides new venom charges.
I don't think I'm running any other mods that change how Hunker Down works, so I'm at a bit of a loss (or did I misunderstand how venom charges are supposed to regenerate?)
Is there a console command as a workaround or so?
The idea of proficiency classes is very cool, but it stops working if used with 8-rank slighly modified soldier. So i ask if it possible to slightly modify script from your side.
this one isn't but their is a Non-Proficiency version if that's what your looking for
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2450582399&searchtext=pharmacist
I mean it would make sense since they're all about range with the stim gun ^^;;
or is that unbalanced?
my current campaign is using mostly proficiency classes with a handful of RPGO's universal soldier acting as 'squad leaders', that's why i asked if this would work with the pharmacist specialization
Other than that, this mod should work with the original pharmacist class, the only problem is that I've done minor tweaks to the class abilities (and soon to be a complete rework coming out) and they might overlap.
In general this class is to be used over the base pharmacist only if you are playing with Proficiency Pack mods (like I do myself).
TLDR: RPGO will probably not work how you hope it will, and base Pharmacist will work, but there isn't really a point
considering you use the same template name for each of the perks and stim gun, would this not work with the original pharmacist class? also, would this be able to replace the original pharmacist class if i were to also use RPGO and the RPGO pharmacist class specialization?