XCOM 2
Invisible PsiAmps
76 Comments
Kvalyr  [author] 31 Aug, 2020 @ 12:28pm 
I strongly recommend that people use this mod instead: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1467502437

I use it myself instead of this, these days.
JCGemX 23 Dec, 2019 @ 9:01pm 
WOTC?
Popo Bigles 11 Jan, 2018 @ 1:45pm 
"Use the fooorce, James Jenkins of Lithuanian Empires of the Thirty First of the New Rebellion the Second" ~ XCOM2 Psi Operatives in a nutshell
I Darkstar X 23 Oct, 2017 @ 5:46pm 
WOTC compatible? I'm making a collection for when I get the DLC ^^
Cubone85 11 Sep, 2017 @ 6:33pm 
Great mod--always thought the PsiAmp was an eyesore. Any plans to make Templar gauntlets and Skirmisher ripjacks invisible as well?
_b1ack0ut 2 Sep, 2017 @ 12:02pm 
dude i think im in love
Kvalyr  [author] 2 Sep, 2017 @ 2:49am 
WotC version added: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126091012

Haven't had a chance to playtest it so I'm unsure how well it works, but hopefully there aren't any issues.
Kvalyr  [author] 1 Sep, 2017 @ 11:26pm 
Working on updating this for WotC. Will try to have a download available soon. It looks like I'll need to upload the new one as a separate WotC-only mod. I'll post a link here when that's done.

I've no idea if this version still works with the base non-WotC game or not. If someone can test that and let me know, I'd appreciate it!
_b1ack0ut 1 Sep, 2017 @ 10:18am 
yeah, that. im not huge into modding, so im not entirely sure what needs to be done, but if its anything like programming, the smallest change fucks everything, sometimes requiring a complete rework

so yeah, understandable if you need the time :)
Servilus 31 Aug, 2017 @ 8:51pm 
Take your time, really. It's nothing to try and rush you over. I just hate Psi Amps.
_b1ack0ut 31 Aug, 2017 @ 7:50pm 
it isnt working with WotC just so you know. it hasnt given me any compatibility issues, or crashes, but the amps just simply stay visible.

i wouldnt mind an update, because just like you, i really hate those amps
Kvalyr  [author] 30 Aug, 2017 @ 7:22pm 
I haven't played XCOM2 in a long, long time; and haven't had the chance to try WotC yet. I still hate Psi Amps, so if this isn't working when I get around to trying WotC I will update it.
Servilus 30 Aug, 2017 @ 8:14am 
This still work with WotC?
Jay 2 Mar, 2017 @ 6:37pm 
still working?
wookiecop 18 Jul, 2016 @ 8:20pm 
space magick
BeastG01 5 Apr, 2016 @ 1:26pm 
Just as an fyi, this mod now works on Mac!
Numbers 7 Mar, 2016 @ 3:06pm 
After quickloading in the middle of a tactical mission, the amp became visible again. Mod works great and I love it but I have to play a mission in one sitting to keep it active. (only really an issue on really long missions)
SootyTX 2 Mar, 2016 @ 3:42pm 
This mod has the bloated 85+mb ModShaderCache file, so it looks like it is suffering from that issue.
Bei tempi 2 Mar, 2016 @ 3:33am 
cjcg000 28 Feb, 2016 @ 2:42am 
thanks for this :)
- any chance of invisible swords ,grenade launchers and pistols?? going pure primary weapon routes on the respective classes makes the secondaries pointless/ an eyesore imo
- or anyone know of a mod that allows secondaries to be unequipped?
Barrelmaker 22 Feb, 2016 @ 12:21pm 
Does it affect Avatar psi amps (vanilla) and ADVENT psion amps (mod)?
Echo 22 Feb, 2016 @ 12:20am 
unsub and resub
Malpherian 21 Feb, 2016 @ 10:50am 
This Mod stopped working today. Not sure why. But it no longer works.
DJ Babi Dadi 19 Feb, 2016 @ 4:13pm 
The mod I didn't know I wanted until the instant I saw it. 10/10 would click again.
jackoftrades222 19 Feb, 2016 @ 6:32am 
EdC94 I like his idea. I want my Jedi class to have no psi amp. But I want my psi class to have them.
Kvalyr  [author] 18 Feb, 2016 @ 10:52am 
No prob, thanks for letting me know. :)
Reprogrammed Automaton 18 Feb, 2016 @ 10:51am 
Nope, it works again now, thanksies. :D
Kvalyr  [author] 18 Feb, 2016 @ 1:15am 
@Sunnyko:
I've uploaded a new version rebuilt against the newest version of the game. It's working for me - Let me know if you still run into trouble with it.

@EdC94:
It'd be possible - I can see the appeal of that. I have some other stuff to get done first but I'll keep it in mind. It would be a separate mod - I'd prefer not to add that to this mod.
Reprogrammed Automaton 17 Feb, 2016 @ 5:55pm 
Newest patch seems to have broken it, but I would like to second EDC94's sugestion.
EdC94 17 Feb, 2016 @ 5:31pm 
Would it be possible to make a version which add alternate invisible versions of the existing psi amps so we can choose to have visible or invisible psi amps on a character basis ?
BeastG01 17 Feb, 2016 @ 5:26am 
@townkrier I am well aware about how to install mods on mac as I actually wrote the guide of the /r/xcom subreddit:

https://www.reddit.com/r/Xcom/comments/44gkxy/workaround_for_mods_on_mac/

That being said, there may still be some compatability issues I need to test and work out
townkrier 16 Feb, 2016 @ 8:57pm 
@Beast, mac user here. You have to manually install mods on mac, not just through the subscribe button. I sent you a friend request and can explain it. I am thinking of writing a guide soon to help people.
BeastG01 16 Feb, 2016 @ 6:46pm 
@Kvalyr as far as I can tell, there are no conflicts. I have gotten the mod to work on the Windows partition of my mac with the same modset activated. I'll keep poking around in the meantime. A couple of other UI / graphics related mods also seem not to work (e.g. the "load from character pool" mod's new button does not appear on mac)
Kvalyr  [author] 16 Feb, 2016 @ 4:00pm 
@BeastG01
There's nothing platform-specific about this mod - It's implemented entirely in UnrealScript code (which is platform agnostic) with a package of modified meshes. Are you sure that it's specific to playing on Mac and not just an improper installation or a conflict with another mod?
BeastG01 16 Feb, 2016 @ 3:16pm 
Unfortunately, this mod does not seem to work on Mac. Any ideas?
Gunvarrel 13 Feb, 2016 @ 4:21pm 
I'll send him your way, if he wants. :D
Space King 13 Feb, 2016 @ 12:27pm 
bless you, i hate those things, much prefer doing psi stuff with hands.
darktoto 12 Feb, 2016 @ 7:33pm 
Pretty clever ! Hope you'll find a way to hoppen their hand, i do think too it would look better without the amplifier :(

Keep going dude ! Good work !
Kvalyr  [author] 12 Feb, 2016 @ 10:17am 
The closed fist is the only thing that bothers me, because the "Reach behind" part of the animation simply looks like the soldier stowing their primary weapon so they can cast, to me.

But if someone wants to modify the casting animation to open up the soldier's right hand into a more natural position and send me the updated animations I'd be happy to include them in this mod!
Gunvarrel 12 Feb, 2016 @ 10:10am 
I have a friend from SG who works with Maya sometimes, he might be interested in doing some animation stuff if you have the coding know-how. I brought it up with him and he seemed kind of interested, not sure if he actually wants to try it though.
Kvalyr  [author] 12 Feb, 2016 @ 8:40am 
@Belial & @Ardent Shepherd:
New version uploaded - Should fix the animation issue.

If you still have issues, try unsubscribing & resubscribing (sometimes junk gets left over from old versions) and delete all of the "ModClassOverrides=(..." lines in your XComEngine.ini file (buried in documents\my games\xcom2). Those lines are added by mods when you load the game with mods installed - So deleting those lines is safe; they'll get restored next time the game loads.

Sometimes old lines get left over as mods get updated or removed.
Kvalyr  [author] 11 Feb, 2016 @ 5:30pm 
I can reproduce the problem - I think I know what it is. Fix incoming.
Belial 11 Feb, 2016 @ 5:16pm 
I have the same problem as Ardent Shepard
Gunvarrel 11 Feb, 2016 @ 4:58pm 
Steam won't automatically update mods while a game is running, no.
Kvalyr  [author] 11 Feb, 2016 @ 4:53pm 
@Ardent Shepard:
There's a bug in the base (unmodded) game where occasionally characters get stuck in a fixed frame of animation (particularly after falling) - Is it possible this is what you encountered?

AFAIK Steam won't update mods while the game is running, but I could be wrong on that.
Publius Rusticus 11 Feb, 2016 @ 4:36pm 
When I use the AMP it's not going into the animation at all. I'm not sure if I was in the game while the update came out or what, but it was irritating me! Great mod, though.
Kvalyr  [author] 11 Feb, 2016 @ 2:12pm 
Pushed another update that fixed a dumb bug that may have stopped the mod from working in certain situations.
This dumb bug brought to you by lack of sleep and weird behaviour of XCom ModBuddy.
Dukhat 11 Feb, 2016 @ 1:44pm 
Ah I see, figured that was the case.
Well thanks regardless for the mod :)
Kvalyr  [author] 11 Feb, 2016 @ 1:43pm 
@Dukhat:
As in the soldier reaching behind them to fetch the psiamp from their back when they cast? Yes, that's all part of the actual casting animation as far as I can tell. Not easy to change. Would require editing the actual animations in Maya. Not impossible, but far beyond the scope of this mod. I'm no animator, and a Maya licence isn't cheap.
Dukhat 11 Feb, 2016 @ 1:35pm 
Great mod, I have a simple question though if I may,
does the animation of 'equipping' the PsiAmps still exist?