XCOM 2
Proficiency Classes Plugin: Psi Operatives [BETA]
54 Comments
TITANMASTER25 18 Jun @ 11:15am 
ahhhhhhhhhhhhhhhhh, thank you for the response
MrCloista  [author] 17 Jun @ 3:40pm 
As stated in literally the last line before the credits, this mod disables the psilab (hence you not being able to build it) by default and you have to changed the config to reenable it. Also this mod is designed to not be used with other psionics mods due to the added focus costs.
TITANMASTER25 17 Jun @ 3:36pm 
Noticed something pretty weird and thought I should tell someone. I happened to be running both this mod and foxcom psionics 2.0 and obviously, the psi stuff was bugged. I couldn't get these units in any way. choose class, commanders choice, training, I can't build the psi lab, super weird.

However, if I send rookies on missions and they promote, those rookies can be turned into psi operatives. Super weird, now I'm trying to see if I can somehow get the Foxcom psionics working.
Latis 16 Jun @ 10:44am 
Other classes like psi geomancer also uses the psi bar when this mod is installed and it's cool for me
Latis 16 Jun @ 10:43am 
Hi! First of all Very cool and awesome mod! im only using classic psion. But for some reason out fo nowhere the focus bar dissapear just for no reason. i lost 2 campaings for it. so i have to start saving in 2 save slot and reload from a dif. save if that happens. I don't know if a mod conflict or the save file turns corrupt.

Any ideas? Ty so much!
MrCloista  [author] 15 Jun @ 11:13am 
@Singularity it would yes, this mod is very much designed to be used as the only psionics option available to you, it is also still quite early in it's development.
Singularity 15 Jun @ 9:59am 
hey, trying to set up mod list for my first campaign with proficiency classes. Was wondering how well this mod plays with psionics ex machina? does it add focus cost to the abilities on gems as well?
Penril 26 Apr @ 6:30am 
oh lol, well great job man. I'll keep testing.
MrCloista  [author] 26 Apr @ 4:09am 
No they got fixed because I updated the mod, I wasn't aware that Mitz changed how the configs worked in MPP for the focus perks until yesterday. So I pushed the fix as soon as I realised.
Penril 25 Apr @ 10:44pm 
Ok, the focus values fixed themselves after I researched the Advanced Psi Amp. As I said, it was a clean install only running this mod + its dependencies.


I can only think of 2 possibilities for this bug:


a) I changed 'trasholdlab' to false. Maybe that's why it bugged?

b) As I said, it fixed itself after researching Advanced Psi Amp. So maybe there is something going on with Starting PsiAmps mod?
MrCloista  [author] 22 Apr @ 4:37pm 
Yeah they should start at 6 and 3 respectively, no idea what's happening there.
Penril 22 Apr @ 9:21am 
So I made a clean install and started a new campaign, only running this mod + its dependencies.

Psions are starting with 12 focus, I believe that is a bug? And Shamans with 9 (didn't test Phantom).

If I am correct, Psion should be starting with 6 focus according to XComMZPerkFocus:

VoidFocus_StartFocus=6
VoidFocus_MaxFocus=6
VoidFocus_MaxBoost=3
VoidFocus_StartBoost=0

And Shaman should start with 3. Right?

WaterFocus_StartFocus=0
WaterFocus_MaxFocus=3
WaterFocus_PerTurnFocus=1
WaterFocus_MaxBoost=0
WaterFocus_StartBoost=1
WaterFocus_GainBoost=1
Penril 18 Apr @ 5:47pm 
Thanks man. Loving these 3 classes so far, I only play with Proficiency classes so THIS is exactly what I was lacking in my campaigns. And not only is it one, but THREE proficiency psi operatives. Amazing.

Happy to help test anything you need.
MrCloista  [author] 18 Apr @ 5:20pm 
All interesting ideas, the problem is each of these classes has a different focus mechanic for a reason, so logic would be to make it a different focus mechanic given by pexm or foxcom to preserve uniqueness. I'll give it some thought for a later update.
Penril 18 Apr @ 4:58pm 
I just thought of something: maybe you could use Weapon Skin Replacer to give the focus mechanic directly to psiamps. This way, no class that uses these skills will break. I assume it would be something like this?


+GIVE_ABILITIES=(TEMPLATE="PsiAmp_CV", ABILITY="WOTC_APA_MindBender")
+GIVE_ABILITIES=(TEMPLATE="PsiAmp_MG", ABILITY="WOTC_APA_MindBender")
+GIVE_ABILITIES=(TEMPLATE="PsiAmp_BM", ABILITY="WOTC_APA_MindBender")
Penril 18 Apr @ 4:49pm 
Ok, I did a lot of tests:

1) Yes, these skills can also be used with Templar's focus.

2) There is a way to make these classes work with mods like Foxcom Psionics or Psionic Overhaul. What you need to do is give the focus mechanic to a soldier when he receives "The Gift". I used Boundir's Ability Editor for this.

For example, when a soldier has "The Gift" in Foxcom, they receive a random free ability (usually Soulfire or Insanity). I also noticed that all of Foxcom's psi abilities are in the Proficiency Psion tree. Therefore, I only needed to give the Psion's focus mechanic to these soldiers (WOTC_APA_MindBender). This is what it looks like in XcomAbilityEditor:

+Abilities = (AbilityName=Insanity, AddAbility[0]=(WOTC_APA_MindBender))
+Abilities = (AbilityName=Soulfire, AddAbility[0]=(WOTC_APA_MindBender))

So now, when a soldier gets Insanity and/or Soulfire, they will also receive the Psion focus mechanic and they will be able to use any Psion ability they might have.
MrCloista  [author] 17 Apr @ 1:23am 
If you give a Templar a psiamp it'd theoretically work that way yes
Penril 16 Apr @ 10:35am 
Question: what exactly is FocusCost? The ini says the following:

"FocusCost for templar focus, ManaCost for MZ focus types. MaxManaCost is the max amount it can use when ConsumeAllFocus is true".


Then we have all your edited skills. For example:

+AddFocusCostToAbility=(AbilityName=Insanity, FocusCost=1, ManaCost=1, ConsumeAllFocus=false, GhostOnlyCost=false, bFreeCost=false)



Does this mean that, if I give Insanity to a Templar, he will be able to use it with his own Focus points and not require Mana?
MrCloista  [author] 15 Apr @ 12:46am 
Would that be doable? Sure but it'd be a fuckton of work. I released these as a beta for a reason, to get feedback like this. Will update the description noting the incompatibilities
Soul 14 Apr @ 10:39pm 
Real shame then,they nice and unique but if it mess with every other classes that could use them its a bit too much of a trade off,wish it would just do with cd then and heavier cd on their stronger skills which could be reduced by specific actions.
Also I guess that mess with pexm and foxcom too then. Since it use the psionic skills with the gems/add them to soldier too,that mean that too is screwed?

Idk how easy it would be but maybe making it their own skills that use their own mana pool like some mods do it like commander/requiem or the prof hero classes would be nice,tho again idk much of how all that work in the back so thats just me talking,but yeah real shame it affect so much on its own.
MrCloista  [author] 14 Apr @ 7:45pm 
Well unfortunately that's a limitation of how setting costs works, they affect the perk directly which means they effect any classes using them. These classes aren't designed to be used with any other psionics.
Soul 14 Apr @ 5:52pm 
Sorry for the triple post but to add to the below one with a pic for more precisions,all the psionic skills here beside mend (soulfire,stasis,phase,fuse,insanity,domination) all say insufficient focus when this mod is installed
https://imgur.com/nNc5zK1
Soul 14 Apr @ 5:47pm 
Bug: this mod mess with a lot of psionic skills,giving them costs,and it mess with *other* classes using them,kinda need a fix on that or a way to restrict it to only this mod classes.

For example,Knoxx's Commander use Stasis,but now,when trying to use it with the commander class,it say "insufficient focus" and won't let the class use it,when before that,you could use it no problem,but now I assume cause of

+AddFocusCostToAbility=(AbilityName=Stasis, FocusCost=2, ManaCost=2, ConsumeAllFocus=false, GhostOnlyCost=false, bFreeCost=false)
For the Psion class.

it ask 2 focus,but the Commander class don't use focus,it use its own energy bar,so now the ability is locked to it always asking 2 bar of focus he can't use.
Another one is just,Rusty psionic,it doesn't use focus at all,and can't use stasis cause "insufficient focus too",so yeah,kinda need a quick fix,gonna disable it till that.
Soul 14 Apr @ 8:40am 
Ah gotcha,the hovering desc didn't say "start concealed even if the squad don't start concealed", so my brain when hovering them went insta "grapple time" as usual for snipers lmao,that one's on me.
MrCloista  [author] 14 Apr @ 4:40am 
At Corporal they can take Covert Infiltration which is Phantom with a reduced detection radius @Soul
Soul 13 Apr @ 8:50pm 
Maybe I missed it,but How can the Phantom class go conceal if the squad is revealed from the start/don't have conceal?
I feel like it either need the reaper/various modded reaper classes skill where it will go conceal if no one see them or a one time conceal move,cause the one that let you conceal cost a focus point,which feel kinda pointless if you can't go conceal from the start.So a one time conceal (as in,a charge one,not a cooldown one) would help.

Cause so far trying the class I got 2 missions in a row with no conceal on start,so not sure how to use any of the abilities.
MrCloista  [author] 12 Apr @ 1:14pm 
I've never found how to automate it unfortunately.
Penril 12 Apr @ 12:08pm 
Loving these classes so far. Was wondering if there is a way to change eyes/hair color of soldiers that promote to this class? You know, white hair/purple eyes?

Yeah I can do it manually but... you know what I mean.
Scrivener 7 Apr @ 5:39pm 
Fair enough, @MrCloista

I think I'll play this mod "as intended" and let PexM go this time around. It's one of my favorites, but with three psionic classes, it's probably overkill. I think I'll keep Rusty's Psionic Implants for the animations and call it a day. This should be great fun! Thanks again for putting this out there.
DaViper 7 Apr @ 3:40pm 
@MrCloista That works. I ONLY run CI these days, so next run I'll keep the Proficiency class stuff I'm running and swap in this for Pexm as I know everything is playing nicely at this point. I've gotten set in my ways with the skill tree for PEXM. :steamhappy:
MrCloista  [author] 7 Apr @ 12:51pm 
I made these as I'm doing my first non-pexm run in 6 years, so hopefully that gives you an idea @Scrivener
Scrivener 7 Apr @ 10:20am 
This looks fascinating. I’ve spent a lot of time playing LWotC, and I loved Rusty’s Psionic in that environment. This appears to be a fun alternative to try in my first ever CI run coming up shortly with the Proficiency Classes. Thanks for another new and interesting mod to try, @MrCloista. :)

I’m going to give this a shot. I just need to decide whether to leave the lab disabled, or toss in PexM…
MrCloista  [author] 7 Apr @ 2:17am 
It's designed as an alternative to pexm really, but it is compatible so up to you. Feedback would be most useful in a non-pexm setting though.
DaViper 6 Apr @ 8:04pm 
@MrCloista. That's what a traitor would say. /s :-D
I'm going to switch over to this mod once this current campaign is finished (another couple days or so).
For testing, would you recommend PEXM on or off for the run? More than happy to dump feedback on discord if needed.

I completely agree with you that change is good. (My next campaign I'm seriously thinking of switching to Amalgamation instead of Proficiency just to play with the differences there. :-)
MrCloista  [author] 2 Apr @ 10:36am 
@jonboy updated.
jonboy 2 Apr @ 3:01am 
That's great, thank you!
MrCloista  [author] 1 Apr @ 3:52pm 
@jonboy it'll be added in an update, i just hadn't gotten around to doing it for the BETA release.
jonboy 1 Apr @ 5:17am 
After so many years it's great to see Proficiency finally get a traditional psi op class. Excellent work MrCloista!

Personally I think it would be great to have a config to toggle the PsiLab off as having two methods to attain Psi classes feels immersion breaking. The alternative of bringing in Rusty's Psionic class and his Disable Class Redux mod just to disable the lab is a bit awkward.
Dęąth Viper 31 Mar @ 7:36pm 
I have a bit of personal mods that make it a lot harder. That and stukov stuff. Makes it a very fun and interesting campaign. Still working on new stuff fr it though but so far its playable and pretty enjoyable. Maybe a bit hard but thats okay.
MrCloista  [author] 31 Mar @ 6:43pm 
@Dęąth Viper yeah balance is... always hard to achieve. But how do you define very hard? Requiem Legion + Gameplay Mutators is baseline for testing for me ;)
Dęąth Viper 31 Mar @ 6:06pm 
Very well done. Yeah my classes arent the standard proficiency version, they are meant for very hard campaign set ups
KnoxAHHHHHHHHHH 31 Mar @ 5:56pm 
Proficiency has always needed a dedicated Psy Op class, very excited to see this, nice work
MrCloista  [author] 31 Mar @ 5:13pm 
@DaViper i'd never be a traitor to mine and Rusty's work, but after 6 years a change is as good as a rest ;) And @Soul , cheers dude ;)
MrCloista  [author] 31 Mar @ 5:11pm 
@Mungojerrie it'd work, (same with pexm, which is the better overhaul in my opinion, cos i designed it) but it wouldn't be particularly balanced. And I didn't make 1 psi class, I made 3 ;)
MrCloista  [author] 31 Mar @ 5:10pm 
Also, I make that point not to denegrate Death Viper's work, from what i've seen his classes are well thought out. The point I'm making is I have been doing this for a VERY long time...
MrCloista  [author] 31 Mar @ 4:57pm 
@Forgewrath mine are VERY different than Death viper's classes and are far more in line with the standard power balance of the proficiency class pack and the original plugins (the standard 3 proficiency stages not 4, for example). Also, if you look at the initial plugin mods for proficiency, they were done by me, as I got permission directly from shiremct to create official proficiency plugins.
Soul 31 Mar @ 10:38am 
@Forgewrath Bro theres like 9-10 psionics rework/new classes based/rounded on specific abilities.
Everyone have their own spin,should I say Viper's sus cause he did classes on psionic abilities when Others did their in 2019???
Forgewrath 31 Mar @ 8:29am 
This is Weird, Death Viper did a mod pack with mirrors of these same classes except he released his weeks ago...sus...
Mungojerrie 31 Mar @ 6:25am 
A Psi Proficiency class is a most welcome addition! I would assume it wouldn't work well with other sources of Psi abilities, like the the Psi overhaul V3 or its derivatives? From description I'm assuming they would exist independently of each otehr and not really touch each other? What if the Prof Psi Op turns out to be gifted?
DaViper 31 Mar @ 6:16am 
@MrCloista Traitorous scum! Away with such nonsense! :steamhappy: