XCOM 2
Knox's Proficiency Port: Pharmacist
85 Comments
KnoxAHHHHHHHHHH  [author] 17 Dec, 2024 @ 12:31pm 
@Serds I'm not sure what would cause this issue, my only guess is a mod conflict. I'm not sure what I'd have to check to figure this out, so this likely wont be fixed for a while.
Serds 17 Dec, 2024 @ 11:01am 
Sorry for a bit of necro but I am also experiencing the crash when Pharmacist gets promotion mid mission.
AlphaShadow897 27 Jul, 2024 @ 1:06pm 
I see - I'm guessing it would be no bueno to try and add the Pharmacist proficiency perk to an RPGO soldier.

I'll have to think about whether or not I want to do that, thanks for elaborating on the problem.
KnoxAHHHHHHHHHH  [author] 19 Jul, 2024 @ 4:17pm 
@AlphaShadow897 Yes this is due to the fact that the Venom Stims require "Venom Stacks" in order to fire. This port of the Pharmacist class uses the same code as Favid's version of the mod, so unless I do an edit in the code to change all the names, those two won't work together.

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.
AlphaShadow897 19 Jul, 2024 @ 3:52pm 
So, this is a great mod. HOWEVER, I have noticed one thing - it somewhat conflicts with the RPGO Overhaul Pharmacist specializations, as RPGO soldiers can't use venom stims with this version of the class in the same modlist.
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.
Niki 1 Jun, 2024 @ 4:22pm 
Awesome thanks. Subscribed here, and running your other classes in tandem. Just the pharmacist that seems to give me some issues.

I'll see if I can narrow it down or find anything else out in troubleshooting over the weekend.
KnoxAHHHHHHHHHH  [author] 1 Jun, 2024 @ 1:45pm 
There is no console command that would fix the issue, it is simply something I would need to investigate
KnoxAHHHHHHHHHH  [author] 1 Jun, 2024 @ 1:42pm 
@Findaniin I'll mark this down and work on seeing if I can figure out what is causing the problem.
Niki 1 Jun, 2024 @ 5:15am 
The pharmacist also crashes the game if he ranks up to Sgt mid-mission, just earning the promotion is a guaranteed, repeatable lock-up.

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...
Niki 31 May, 2024 @ 2:15am 
Hey Knox, super cool rework and digging the class - thank you for the effort!

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?
Johnny_exe 27 Apr, 2024 @ 9:50pm 
Oh sorry my bad again! Mixed it up with another class - Proficiency Port: Patchwork. Sorry again, this class cool and working as intended
KnoxAHHHHHHHHHH  [author] 27 Apr, 2024 @ 2:03pm 
@Johnny_exe I've never seen this bug happen in all the time I've worked on the classes, but I'll investigate to see if I can figure out what issue you are having.
Johnny_exe 27 Apr, 2024 @ 1:54pm 
No issues with Commander, it's good.
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.
KnoxAHHHHHHHHHH  [author] 27 Apr, 2024 @ 1:28pm 
@Johnny_exe Can you clarify? I don't believe that there should be an issue with Commander having 8 ranks.
Johnny_exe 27 Apr, 2024 @ 2:45am 
Hey, Knox! Could you please recompile the mod so proficiency works for 8-ranks soldier such as commander?
dmc32 17 Nov, 2023 @ 11:14am 
Gotcha, thanks.
KnoxAHHHHHHHHHH  [author] 16 Nov, 2023 @ 9:26pm 
@dmc32 The helmet is not from a mod, it is from the Tactical Legacy Pack, which adds some re-done cosmetics from EW/EU that you can get from playing the special mode in the DLC (unfortunately that is one of the only good helmets in the pack).
Kinsect 16 Nov, 2023 @ 9:19pm 
That’s from the pre-order bonus dlc
dmc32 16 Nov, 2023 @ 9:11pm 
@KnoxAHHHHHHHHHH, what mod is the (helmet from) the pharmacist is wearing in this mod photo?
KnoxAHHHHHHHHHH  [author] 30 Oct, 2023 @ 3:31pm 
@Kinsect It does indeed work with Stukov's Stimgun Reskin.
Kinsect 30 Oct, 2023 @ 1:41pm 
Say does it work with Stukov's Stimgun Visual Replacement?
KnoxAHHHHHHHHHH  [author] 4 Sep, 2023 @ 2:15pm 
I don't believe that it works like that.
Kinsect 4 Sep, 2023 @ 8:17am 
Wait can the Pharmacist's use the WIO SMG's?
Kinsect 22 Jul, 2023 @ 1:41pm 
@hottt3
this one isn't but their is a Non-Proficiency version if that's what your looking for
hottt3 21 Jul, 2023 @ 11:25pm 
Looks great! Is it compatible with LWOTC?
Dies Irae 21 May, 2023 @ 5:48am 
@silverleaf1 The stim gun is named the same as the original so the bridge still works

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2450582399&searchtext=pharmacist
silverleaf1 9 May, 2023 @ 3:53am 
@TrooperCoon I would have to verify if the stim gun is single build but the class itself does work under Covert Infiltration; I have used it.
KnoxAHHHHHHHHHH  [author] 8 May, 2023 @ 11:02pm 
I personally don't use Covert Infil, so nothing would be set up properly.
Nero 8 May, 2023 @ 10:42pm 
question would this be compatible with ci? or is it not yet set to be single build with infiltration values?
silverleaf1 26 Apr, 2023 @ 8:34pm 
@Knox I played with Covert Infiltration and used this mod. The original Pharmacist Class mod has a bridge making the stim gun into a single build item. I did not use the bridge with this mod since it was not listed, but the stim gun showed up as an upgrade instead of individually buildable.
KnoxAHHHHHHHHHH  [author] 19 Apr, 2023 @ 1:10pm 
Before the most recent update, the stims used to heal as much HP as they currently do, but it was immediately. It had major balancing issues so in it's current state, I believe it is better than what it was when it was released. Glad you like the class.
Mungojerrie 19 Apr, 2023 @ 11:59am 
This really is an amazing class! Of all the Proficiency ones that I've tried this is probably my favorite. The Stim pistol is great! Maybe even slightly overpowered in terms of healing potential after all the upgrades, but not too much.
Mandy the Cybersphinx 6 Apr, 2023 @ 3:37pm 
Sounds good. Thanks for verifying!
KnoxAHHHHHHHHHH  [author] 6 Apr, 2023 @ 1:04am 
So after completing my previous update and getting to this, that is how it is supposed to be. It is simply a Medikit with a different texture and firing effect. Looking at it on both my port and the original pharmacist, it is apparently supposed to look like that.
Mandy the Cybersphinx 30 Mar, 2023 @ 9:09am 
Sounds good. Thanks!
KnoxAHHHHHHHHHH  [author] 29 Mar, 2023 @ 2:01pm 
The reason this doesn't work is because the name in the code is different that the one in the normal pharmacist, I plan on fixing this whenever I get to the next update.
Mandy the Cybersphinx 29 Mar, 2023 @ 12:42pm 
Huh, weird. I downloaded Stukov's Stim Gun reskinner as a stopgap, and it seems that issue extends to them too. Figured it'd work just fine with this version of the Pharmacist class, but seems like that's a negative. Any chance you and them were gonna make them cross-compatible?
KnoxAHHHHHHHHHH  [author] 28 Mar, 2023 @ 8:39pm 
Technically the models are done, they just need proper textures (which don't yet exist surprisingly).
KnoxAHHHHHHHHHH  [author] 28 Mar, 2023 @ 8:39pm 
The textures for the Magnetic and Beam tier are the unfinished models and textures for the Templar's Autopistol. I plan at some point to fix the textures whenever I try to start learning how to texture properly.
Mandy the Cybersphinx 28 Mar, 2023 @ 8:00pm 
Hey there, I don't know if anyone has asked about this before but the stim gun textures don't seem to be working for me. It's like the model itself looks 'painted over' really shoddily as opposed to what actually should be there. @KnoxAHHHHHHHHHH any ideas for fixing this?
KnoxAHHHHHHHHHH  [author] 17 Mar, 2023 @ 7:30pm 
That was put intentionally, as said before where I believe it is there for Brigadier rank.
Arkenor 17 Mar, 2023 @ 7:18pm 
Aha, cool. It's also there in your Commander mod too. Found them when I was hunting down where I needed to do xp edits.
KnoxAHHHHHHHHHH  [author] 17 Mar, 2023 @ 12:35am 
That was leftover code from whenever I implemented part of the base mod into Proficiency, that was there mainly for (what I believe was) the Brigadier rank. It will probably be removed whenever I finally start working on the next update.
Arkenor 16 Mar, 2023 @ 11:26pm 
Not sure you need the XComGameData _XpData.ini in there. Could interfere with deliberate xp changes.
KnoxAHHHHHHHHHH  [author] 11 Mar, 2023 @ 9:44pm 
I could make an optional setting to allow primary rifles since that is what the Pathfinder's rifle uses.
Kinsect 11 Mar, 2023 @ 9:36pm 
You think it would be pretty cool if they can use the hunting rifles from the Pathfinder mod?
I mean it would make sense since they're all about range with the stim gun ^^;;
or is that unbalanced?
Kinsect 16 Feb, 2023 @ 5:51pm 
Ok I'm experiencing a bug where when I use the stabilize stim on a soldier they're treadled if they got back up but are still down (even though I don't have the revive ability) does anyone know what's going on?
Nero 26 Oct, 2022 @ 7:04pm 
ah ok thx
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
KnoxAHHHHHHHHHH  [author] 26 Oct, 2022 @ 11:42am 
I'm pretty sure this wouldn't work with RPGO and it's plugin because (I think atleast) that it implements based off the original mod's template name, this mod changes the name in the code.

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
Nero 26 Oct, 2022 @ 4:08am 
question regarding this mod
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?