XCOM 2
[WOTC] FOXCOM Psionics 2.0
111 comentarios
Cdys 8 JUL a las 7:53 
Tested it with rpgo. Works for me ¯\_(ツ)_/¯
solvius90 7 JUN a las 5:04 
Как обычно - мастерская работа, Браво Иридар. А почему русский язык удалил/не встроил? В прошлой версии был
Red 3 MAY a las 23:18 
Everything is working now. Is it just completely random what you get? Like is there a way to make sure that every Psionic would get Soulmerge? Or Psionic Fire? I think I remember that being an ability.
Red 30 ABR a las 6:19 
I'm not sure if I did something wrong. It said safe to add mid campaign. I already had the Psi lab building before I downloaded so I think maybe that was the issue. I threw two soldiers into it as a test and it said they would be in there for 0 days but a week went by and then I couldn't pull them out. I'm playing LWOTC but i don't think I have anything that should cause a conflict? Going to do some testing. But creating a record here. I went to a save pre psi lab being finished, deleted it and am now building it from scratch as my first test.
Iridar  [autor] 16 ABR a las 10:54 
probably
Penril 16 ABR a las 10:41 
Is there a way to guarantee getting a specific free ability?

Say, if I put the ability I want in Tier 1, and all the rest in Tier 5. Would that work?
Iridar  [autor] 2 ABR a las 21:27 
I don't know.
ArroktheBlind 2 ABR a las 17:17 
Got another question. A couple perks from mitzruti's perks trigger schism. Is there any good way to allow schism to roll alongside those perks without removing the mindspin prereq altogether with kikura's mod?
Iridar  [autor] 2 ABR a las 16:43 
Correct.
ArroktheBlind 2 ABR a las 9:56 
Just to confirm, part of the way the mod intelligently randomizes the skills is to ensure that abilities that have prerequisites don't get rolled unless the prereq is also in the skill tree correct?
dDave 14 MAR a las 0:45 
okay, thank you
Iridar  [autor] 13 MAR a las 23:25 
No
dDave 13 MAR a las 23:14 
is it possible to disable everything but the strategic changes? I just want the psi lab to be cheaper to build, be available earlier and staff a scientist, otherwise I want vanilla behavior.
vinistrifezza 8 MAR a las 10:57 
Yes, from what I understand the name doesn't change anything :( another time I played xcom 2, I used the psionics overhaul v3.0 mod, and there were several console controls. Still waiting for someone who can shed some light on how to do this: a soldier can go back to being a psion
Dragon32 8 MAR a las 10:16 
@vinistrifezza
A character template isn't a particular soldier, like Jane Kelly, but for something generic like those mods that add Mass Effect aliens.

There are other console commands on the Workshop but as this is its own thing ("Psionic soldiers from this mod won't count as psionic units for the few gameplay mechanics that care about it") I doubt making a character in this mod psionic is possible via console.
vinistrifezza 8 MAR a las 9:23 
I wanted to know how to do this, because I'm testing the base classes of the game and I'm changing their skills and others, but it often requires the use of the console command: RebuildSelectedSoldiersClass .....
When I do this, automatically, the soldier who was psigifted, is no longer, and worse... he can't even retake the test, but he doesn't gain the "ability" of "not gifted"... it's as if the person was no longer recognized by the psi chamber to be evaluated and he also doesn't appear as gifted or not gifted

If there was a console command to be able to make the soldier gifted, it would also solve my problem... in fact, in an even easier way XDXD
vinistrifezza 8 MAR a las 8:58 
Hey guys
My templars don't come with psionic skills
I had to infuse them, then the psionic skill branch was unlocked

Also, how do I get a specific character from the barracks, with psionic skills? I read the ini files, but I don't know the format to write the character's name in the mod file XDXDXD

The ini file has this:

; If necessary, specific character templates and soldier classes
; can be configured to always have The Gift:

;+GiftedCharacters = "CharTemplateName"

In what format do I write the name? Does it have to have a nickname?... I'm lost XDXD

@Iridar, thank you for the great work in bringing the XCOM EU mode to level up the psions XDXD
RakkoHug~<3 10 FEB a las 18:02 
Oh, Thank you :)
Iridar  [autor] 10 FEB a las 16:27 
No, they fire psionic bullets, but they're not inherently psionic themselves.
RakkoHug~<3 10 FEB a las 0:39 
Pardon me Iridar, I noticed that Bounty Hunters use a lot of Psionic abilities. Is there a future plan to eventually include them as natural psionics just like Templars?
Iridar  [autor] 29 ENE a las 21:04 
You can do this via Kiruka's ability prerequisite editor mod.
Llyarden 29 ENE a las 14:51 
Is it possible to give abilities prerequisites through config? (For instance, if for thematic reasons I wanted to not allow a soldier to get Domination in their tree if they didn't also have Insanity in the tree.)
QueenofSparrows 20 ENE a las 22:16 
Awesome, I'll give that a go. Thank you!
Iridar  [autor] 20 ENE a las 22:12 
The mod is currently hardcoded to allow equipping into the psi amp slot only something that has eInvSlot_PsiAmp slot specified on its weapon template or that has the psiamp weapon category, so you have to change one of these things for the psionic melee psi amp replacements. You can do that via config with Weapon Skin Replacer or Template Master.
QueenofSparrows 20 ENE a las 20:44 
I've been wondering if I could get a small bit of help with something? I've been trying to work this out within the configs for a few weeks now but I haven't quite gotten it to work.
I'm trying to make the Psionic Melee mod compatible with this mod, the aforementioned one gives the option to switch the psi amp with templar gauntlets. The original mod does this by giving the Psi.Op. class the ability to use it in their Secondary Slot, I believe using the object "replace_psiamp" in the secondary slot. The idea I'd had was to add that to each class that could be affected by FOXCOM Psionics that line specifically in their Psi Amp Slot, but it just didn't work and wouldn't allow them to be equipped.
I'd greatly appreciate a hand with this, if anyone knows. Google has done its best to help, but I'm kind of stumped at the moment.
Swarthy 25 DIC 2024 a las 6:23 
@FubbleDuck imagine not reading the description
Iridar  [autor] 24 DIC 2024 a las 22:57 
Read the description.
FubbleDuck 24 DIC 2024 a las 22:42 
LWOTC compatible?
Swarthy 21 DIC 2024 a las 13:38 
Merry Christmas when it comes
dawfydd 17 DIC 2024 a las 18:15 
Cheers
Iridar  [autor] 17 DIC 2024 a las 18:07 
I don't play LWOTC and haven't tested with it, can't offer any useful comments other than it's probably related.
dawfydd 17 DIC 2024 a las 17:53 
Is there a reason all of the skills bar Null lance and Soulstorm show up? they seem enabled in the ini files but with 100+ characters i've never seen them on the line up even with random enabled (which just seems to clip some skills sometimes)

Long war related so maybe the skill names are different.
I did notice there is a mod fix i might have to try but currently i have no issues besides those missing skills.
Iridar  [autor] 15 DIC 2024 a las 5:34 
I don't know if this config edit is enough, but the compatibility warning just checks for the presence of the mod, so it will always appear.
Cara 15 DIC 2024 a las 5:26 
Great mod as always, Iridar <3

I have a question about compatibility with Ex Machina: is "bTrashTheOldLab = false" the only edit you have to make for it? I only ask because I still get a popup window warning about potential mod compatibility problems if they're both on
RakkoHug~<3 14 DIC 2024 a las 18:27 
No, standard 6-men squad. Started happening right after Templar finished Psi infusion process.
Iridar  [autor] 14 DIC 2024 a las 7:40 
This mod wouldn't have anything to do with mission start animations. Are you playing with a very large squad?
RakkoHug~<3 14 DIC 2024 a las 4:33 
BUG: Templar -> Psi Infusion -> Class introduction animation for Psi Operative plays -> Animation for jumping off from the drop ship at the mission start does not play properly: Templar is already situated on the ground.
RakkoHug~<3 7 DIC 2024 a las 0:51 
Oh and for the Facilities Mod users: ini edit indeed works :)
RakkoHug~<3 7 DIC 2024 a las 0:51 
Oh Ok, Thank you :)
Iridar  [autor] 7 DIC 2024 a las 0:28 
Templars are already psionic, that's literally their whole shtick. If you want to infuse them with additional psi abilities, you need to spend an Elerium Core, yes.
RakkoHug~<3 7 DIC 2024 a las 0:12 
So in order for Templar to be Psionic, Elarium Core is always required?
Iridar  [autor] 6 DIC 2024 a las 22:23 
Templars are always psionically gifted, they don't need to be evaluated.
RakkoHug~<3 6 DIC 2024 a las 20:23 
BUG: After upgrading Psilab, Templar only shows up on the "Grant Psi" slot, not both slots.
Vanargand 2 DIC 2024 a las 19:39 
It was just basic soulfire that she rolled from the training. I couldn't get her to cast it at all despite even being up in front of the enemy's face. I can only imagine it was some strange mod conflict, but I couldn't figure out the potential cause.
ArtanisKAI 27 NOV 2024 a las 22:46 
if its a targetting ability im assuming its not the clarity of mind and depending on your context, a couple things could happen that can cause certain psi ability to not see any target.

a. your using any mind control ability against a general on a kill the general missions
b. your using some sort of soldier-to-soldier linking(soul merge, holy warrior), and the targeted soldier is too far or already linked someone(they have a psi reanim already or already on a network)
c. your using an attack based direct hit psi attack against a robot/incompatible unit
d. your using the new syphon will skill when your will is already full.
Iridar  [autor] 27 NOV 2024 a las 21:59 
Which ability?
Vanargand 27 NOV 2024 a las 19:42 
I have an issue where one of my soldiers straight up cannot use her ability in combat. It would be grayed out and say that there's no target available.
ArtanisKAI 12 NOV 2024 a las 17:55 
oh okay. i think i got it. so i can use it with PEM but it will interfere with the clarity of mind thing from PEM. thats a big loss for me so i think ill pass on this. i would have love this because from how i read it, this makes the classic eu/ew psionic return to xcom 2. nice mod though iridar
Iridar  [autor] 12 NOV 2024 a las 17:48 
Read description
ArtanisKAI 12 NOV 2024 a las 17:36 
will this work alongside psionic ex machina?