XCOM 2
Knox's Proficiency Port: Pharmacist
85 kommenttia
KnoxAHHHHHHHHHH  [tekijä] 17.12.2024 klo 12.31 
@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 17.12.2024 klo 11.01 
Sorry for a bit of necro but I am also experiencing the crash when Pharmacist gets promotion mid mission.
AlphaShadow897 27.7.2024 klo 13.06 
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  [tekijä] 19.7.2024 klo 16.17 
@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 19.7.2024 klo 15.52 
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 1.6.2024 klo 16.22 
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  [tekijä] 1.6.2024 klo 13.45 
There is no console command that would fix the issue, it is simply something I would need to investigate
KnoxAHHHHHHHHHH  [tekijä] 1.6.2024 klo 13.42 
@Findaniin I'll mark this down and work on seeing if I can figure out what is causing the problem.
Niki 1.6.2024 klo 5.15 
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 31.5.2024 klo 2.15 
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 27.4.2024 klo 21.50 
Oh sorry my bad again! Mixed it up with another class - Proficiency Port: Patchwork. Sorry again, this class cool and working as intended
KnoxAHHHHHHHHHH  [tekijä] 27.4.2024 klo 14.03 
@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 27.4.2024 klo 13.54 
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  [tekijä] 27.4.2024 klo 13.28 
@Johnny_exe Can you clarify? I don't believe that there should be an issue with Commander having 8 ranks.
Johnny_exe 27.4.2024 klo 2.45 
Hey, Knox! Could you please recompile the mod so proficiency works for 8-ranks soldier such as commander?
dmc32 17.11.2023 klo 11.14 
Gotcha, thanks.
KnoxAHHHHHHHHHH  [tekijä] 16.11.2023 klo 21.26 
@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 16.11.2023 klo 21.19 
That’s from the pre-order bonus dlc
dmc32 16.11.2023 klo 21.11 
@KnoxAHHHHHHHHHH, what mod is the (helmet from) the pharmacist is wearing in this mod photo?
KnoxAHHHHHHHHHH  [tekijä] 30.10.2023 klo 15.31 
@Kinsect It does indeed work with Stukov's Stimgun Reskin.
Kinsect 30.10.2023 klo 13.41 
Say does it work with Stukov's Stimgun Visual Replacement?
KnoxAHHHHHHHHHH  [tekijä] 4.9.2023 klo 14.15 
I don't believe that it works like that.
Kinsect 4.9.2023 klo 8.17 
Wait can the Pharmacist's use the WIO SMG's?
Kinsect 22.7.2023 klo 13.41 
@hottt3
this one isn't but their is a Non-Proficiency version if that's what your looking for
hottt3 21.7.2023 klo 23.25 
Looks great! Is it compatible with LWOTC?
Dies Irae 21.5.2023 klo 5.48 
@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 9.5.2023 klo 3.53 
@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  [tekijä] 8.5.2023 klo 23.02 
I personally don't use Covert Infil, so nothing would be set up properly.
Nero 8.5.2023 klo 22.42 
question would this be compatible with ci? or is it not yet set to be single build with infiltration values?
silverleaf1 26.4.2023 klo 20.34 
@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  [tekijä] 19.4.2023 klo 13.10 
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 19.4.2023 klo 11.59 
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 6.4.2023 klo 15.37 
Sounds good. Thanks for verifying!
KnoxAHHHHHHHHHH  [tekijä] 6.4.2023 klo 1.04 
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 30.3.2023 klo 9.09 
Sounds good. Thanks!
KnoxAHHHHHHHHHH  [tekijä] 29.3.2023 klo 14.01 
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 29.3.2023 klo 12.42 
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  [tekijä] 28.3.2023 klo 20.39 
Technically the models are done, they just need proper textures (which don't yet exist surprisingly).
KnoxAHHHHHHHHHH  [tekijä] 28.3.2023 klo 20.39 
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 28.3.2023 klo 20.00 
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  [tekijä] 17.3.2023 klo 19.30 
That was put intentionally, as said before where I believe it is there for Brigadier rank.
Arkenor 17.3.2023 klo 19.18 
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  [tekijä] 17.3.2023 klo 0.35 
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 16.3.2023 klo 23.26 
Not sure you need the XComGameData _XpData.ini in there. Could interfere with deliberate xp changes.
KnoxAHHHHHHHHHH  [tekijä] 11.3.2023 klo 21.44 
I could make an optional setting to allow primary rifles since that is what the Pathfinder's rifle uses.
Kinsect 11.3.2023 klo 21.36 
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 16.2.2023 klo 17.51 
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 26.10.2022 klo 19.04 
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  [tekijä] 26.10.2022 klo 11.42 
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 26.10.2022 klo 4.08 
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?