XCOM 2
(OUTDATED, SEE DESCRIPTION!) [WOTC] FOXCOM Psionics
92 Comments
Iridar  [author] 30 Sep, 2024 @ 12:17am 
@everyone

I've released an updated and improved version of this mod:
FOXCOM Psionics 2.0

I had to release it separately instead of updating this mod, because the update would break your campaigns in progress.

Finish your current campaigns, and then switch to the new version.
Iridar  [author] 16 Sep, 2024 @ 10:11pm 
I'll be getting rid of aurora shards eventually.
RakkoHug~<3 16 Sep, 2024 @ 4:30pm 
BUG: Typically XCOM agents are removed from PSI LAB candidate list after they fail the test. The Aurora Shard returns them to the candidate list as intended. However, other failed candidates remain on the list even after Aurora Shard has been consumed.
RakkoHug~<3 7 Sep, 2024 @ 8:33am 
Oh, Thank you very much
Iridar  [author] 7 Sep, 2024 @ 7:06am 
Yes, if you read the mod description, soldiers that are guaranteed to have The Gift do not receive a free ability.
RakkoHug~<3 7 Sep, 2024 @ 5:54am 
Just trained my Templar, but she seem to be missing her free psionic ability
Iridar  [author] 7 Sep, 2024 @ 5:49am 
@RakkoHug~<3
> is there a way to stop hair and eye color from changing?

Yes, it's configurable in MCM.

> Also, skill point cost seems to be a great burden.

As intended. You're not supposed to get soldiers that get additional psi abilities for free. If you want that experience specifically, there's Psi Overhaul V3.
RakkoHug~<3 7 Sep, 2024 @ 5:38am 
Iridar, is there a way to stop hair and eye color from changing? Also, skill point cost seems to be a great burden.
nemu 6 Aug, 2024 @ 1:00pm 
this seems like the light weight enemy within inspired psi overhaul that ive been waiting on, another excellent project
Stolas 1 Jul, 2024 @ 5:30am 
Now here's an idea, you ever thought of making a Weapons mod where they have a blaster on their arm? I can see that working well for Samus or Megaman based mods, people would go crazy for that. XD
A Big Hairy Ape Man With A Rock 26 Jun, 2024 @ 8:54am 
Just curious, what few mechanics look for that psionic unit tag? I know it probably won't affect the overall experience anyways
Iridar  [author] 22 May, 2024 @ 3:45pm 
@Povuh
No, it's not.
Povuh 21 May, 2024 @ 11:19am 
Is it possible to disable the psi amp slot added by FOXCOM Psionics? I'm using the Dedicated Pistol Slot mod (proficiency class version), which allows you to fill that slot with a psi amp.

I think it would be cool having to use that, instead of getting an additional slot.
Noire 8 May, 2024 @ 5:13pm 
thanks!
Iridar  [author] 8 May, 2024 @ 4:56pm 
Yes, and all other soldier class mods.
Noire 8 May, 2024 @ 3:46pm 
is this compatible with proficiency class pack?
»SoD« Thekillergreece 29 Apr, 2024 @ 12:55am 
Oh yeah, figured it out I think. I had to increase the gift chance to 100. Thanks!
Iridar  [author] 29 Apr, 2024 @ 12:54am 
@»SoD« Thekillergreece
Yes, the rookie still needs to have the gift in order to become a psi operative.
Iridar  [author] 10 Apr, 2024 @ 7:11pm 
There is no class in this mod.
ThUnDeREmp 10 Apr, 2024 @ 6:13pm 
Hello, coming back to Xcom after some time and what is the name of this class in console commands?
Darkstar_Spectre 25 Mar, 2024 @ 1:12pm 
im getting the issue where once the psi-lab is built, I only have the option to assign an engineer to it, and am unable to do anything else with it
Andrei Cineva 11 Mar, 2024 @ 8:55am 
So I can confirm that Vipers and Salarians can be tested for psionics. I even got my Salarian as psionic. Starting ability though was at rank 2. Not sure if it was by design or not ... Don't really care all that much, it's still cool to have.
Iridar  [author] 9 Mar, 2024 @ 10:05pm 
@Profligate
No, the shard is used only on soldiers who already failed their first evaluation.
Profligate 9 Mar, 2024 @ 9:33pm 
if i have built the aurora shard will it always be consumed with the next unit i train? i.e will the mod skip the 25% to roll for my soldier to "have the gift".
I lost track of who I have already tried to evaluate
Iridar  [author] 9 Mar, 2024 @ 2:27pm 
@Vixxynn
Define "not work"? The in-game interface for this could be better, but basically you just build an aurora shard and try to send a soldier who failed an evaluation previously.
Vixxynn 9 Mar, 2024 @ 11:59am 
The aurora shard re-evaluation doesnt work. At least not for me.
Iridar  [author] 27 Feb, 2024 @ 8:46am 
No idea, never used that mod.
Andrei Cineva 27 Feb, 2024 @ 8:43am 
Are the Playable Aliens valid options for Psi Testing? I know you said all classes except robotics, but I was not sure if that also includes aliens (except the Sectoids, of course, they're already gifted).
xf100t 18 Feb, 2024 @ 2:29pm 
Bummer. Oh well.
Iridar  [author] 16 Feb, 2024 @ 6:48pm 
@xf100t
Sorry, there's currently no way to do that.
xf100t 16 Feb, 2024 @ 6:05pm 
Hi Iridar! I'm wondering if there is a console command I can use to regenerate soldiers' random trees? I used Mitzruti's plugin but it doesn't work with LWOTC, and now I'd like to get my soldiers to use skills that actually work. The default console command just rebuilds the soldier without giving them their psionic trees. Any advice?
Caine 13 Feb, 2024 @ 8:15am 
Good day Iridar! :)
I truly love your mod, and I think it can go even further with some constructive feedback, if I may.

1. Linking a soldier's combat intelligence to their Gift chance. I figured an extra 5% per intelligence tier, with Savant being an extra 10%, seeing as Savants are quite rare in a roster.
2. Have the Psi Lab staff an Engineer as well as a Scientist to build Psi PCS items. These items should not replace existing Psi abilities, but rather complement the soldier's Psi stat + some other benefit. Would make the Psi Lab useful beyond just training soldiers. Also could make use of Lost corpses.
Caine 13 Feb, 2024 @ 8:15am 
3. I'm not sure if it was just a bad fluke or not, but turning on Random Free Ability at Squaddie level leaves it blank. Rolled two soldiers at the same time, both got the Gift, and both had blank Squaddie abilities on the Psi row of skills.
4. Some Psi powers like Void Rift and Soulfire have no Psi bonuses. At least I could not see them.
5. When a soldier has the Gift, he/she gets 50 flat Psi score. Would be great if it was 50 + soldier Psi score. Otherwise, randomly rolled soldiers with a Psi score is just plain useless.

Keep up the wonderful work! :)
Cheers.
Alastair 9 Feb, 2024 @ 3:55am 
@Iridar
No worries it is most certainly just a me thing, due to how many buildings are already in the game. So my brain decided that having a building that exists only to test for the gifts would be a "waste" of a slot. Even if that isn't true.

I know it is just my brain being stupid. So don't worry about it.
Iridar  [author] 9 Feb, 2024 @ 3:20am 
@Alastair
Interesting though, but I don't see anything wrong with Psi Lab being used just for testing. Maybe at some point in the future if I have some interesting ideas.
Alastair 9 Feb, 2024 @ 12:50am 
@Iridar
Ok good to know was just unsure. Since I was thinking that making the building just for that might feel a bit awkward. Is there any chance that the psi lab might get an additional use later on? So that if you aren't using it to train vanilla Psi Ops that it has more use?

Maybe they could train there for a while as an alternative to the Aurora Shard? Or maybe allow them to strengthen their will or something? Just random thoughts since the mod already seems great on it's own.
Iridar  [author] 8 Feb, 2024 @ 12:48pm 
@Alastair
You can still use it to train vanilla Psi Ops if you configure the mod this way.
Alastair 8 Feb, 2024 @ 10:17am 
So just to check the psi lab doesn't serve any function outside of testing for the gift? Or am I missing something?
xf100t 6 Feb, 2024 @ 4:10pm 
I see. Well that's a bummer. Makes sense though. There are way too many abilities for me to go get into the config for each one, but maybe we just make a note here that Mitzruti's perk pack isn't compatible with LWOTC.
Zelfana 5 Feb, 2024 @ 4:39am 
Extra Damage Patcher might be able to salvage some of those damage numbers if they are on other weapons. But this is indeed LWOTC clearing out the config array for psi amps and the vast majority of these damage numbers are only on psi amps so even the Patcher can't salvage that.
RustyDios 4 Feb, 2024 @ 5:57pm 
LWotC + Mitzruti perk pack is most likely the reason.. or more particularly LWotC clearing out any and all 'extra damage' configs for Psi Amps.. for reasons of it's own design.

If you look into the Mitzruti and LWotC configs you should be able to find a place where all the PsiAmp bonus damages are located. You will need to copy those from the MZmod > LWotC.

This does NOT sound like a fault *directly* from this mod itself, but more a case of "using 500+ mods and just expecting them all to work together, one of which is a major intrusive overhaul of the entire game known to cause issues with practically everything " ....
xf100t 4 Feb, 2024 @ 5:48pm 
Additionally, some of the abilities miss, when they should be guaranteed damage, or a part of the damage is left off. Cold damage abilities, for example, may do their chill effect, but will never do their cold damage, despite claiming elsewise. This isn't coincidence, I'm running several soldiers using this mod, and have yet to land a single damage from mitzruti's psionic abilities. I just would strongly advise no one to use that plugin right now unless it's confirmed to be fixed. It could be a conflict with LWOTC, but there is a specific plugin for LWOTC from this mod, so I don't know where the conflict or breakdown is happening.
xf100t 4 Feb, 2024 @ 5:48pm 
Most abilities do not. They claim to do damage, but actually do nothing. For example: all geomancy abilities claim to do damage, but in the tactical view they show 0 damage in all biomes, and have no effects. They also do nothing when actually used. Additionally, the psionic strength of the abilities is not calculated properly. Under the Foxcom mod, the more abilities a soldier unlocks, the stronger the psi strength. However, your soldier's psi strength never calculates more than the base ability when actually calculating for aim rolls.
Zelfana 29 Jan, 2024 @ 11:22am 
@xf100t
What doesn't work? Are your soldiers getting "Miss" flyovers with those abilities? Because that is actually normal, a lot of Mitzruti's psionics roll for hit using psi offense as the "aim" stat. So if your soldiers have a really low psi offense they won't hit anything.
xf100t 29 Jan, 2024 @ 10:32am 
I don't know where else to put this, or if there is any troubleshooting I can ask for here, but when I added Mitzruti's plugin for her abilities, I noticed that almost all of the abilities that her plugin adds are broken. If it won't be fixed, which is fine, I would probably make a note to NOT use that plugin, as it will fill the soldier rows with abilities that look cool, but actually don't work at all when in tactical.
Iridar  [author] 27 Jan, 2024 @ 10:28pm 
@NeverMind
I don't see how my mod could have caused it, but if you're using robojumper's Squad Select, you could try using Unequip Barracks or Unequip Squad buttons to reset the Templar's gear.
NeverMind 27 Jan, 2024 @ 10:23pm 
Need some help. After the psi training, my templar cant change any main weapon. The main weapon slot is empty.
OmG RoNIKS 21 Jan, 2024 @ 3:30am 
@Iridar
Понял! Спасибо!
Iridar  [author] 21 Jan, 2024 @ 3:24am 
Будут.
OmG RoNIKS 21 Jan, 2024 @ 3:22am 
Выглядит действительно очень интересно!

Но, есть вопросик.
Я использую мод:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1335226018

Будут ли они работать вместе?