XCOM 2
Engineer2Scientist
97 Comments
Friels 12 May, 2022 @ 6:05am 
Doesn't work rn , use the one suggested by Siven below
Digi-Mau 26 Dec, 2017 @ 4:36pm 
I'm having the same issue pcwizard7 is having. I have scientists, but i cant assign them to the infirmary
pcwizard7 21 Dec, 2017 @ 5:57am 
I m playing with this on WOTC and it was working for most part but i m not sure if this bug but in the infirmary it ask for scientist and said none avaiable when i have 5 in the lab
Nasarog 29 Aug, 2017 @ 12:48pm 
Willl this be updated for War of the Chosen?
Podunk Noname 21 May, 2017 @ 2:31pm 
Thanks Siven
Siven 5 Aug, 2016 @ 10:15am 
Nasi Goreng 24 Jul, 2016 @ 4:31am 
I cant repair any Sparks, the button to assign an engineer is not there. Could you update the mod so that it works withz Shens Last Gift?
IllI 14 Jul, 2016 @ 8:07pm 
add CHS plz~
Pleasant Peasant 7 Jul, 2016 @ 7:39am 
I can't seem to repair my SPARKS not sure if this mod is the cause or not
xBleedingSoulx  [author] 1 Jul, 2016 @ 10:42am 
It's not been tested, I don't currently have Xcom installed anymore, so can't test myself.
ionbomb 7 Apr, 2016 @ 10:09pm 
@Behcio
I have the same issue. Research times increase by a day at most when I divert a scientist to the AWC. Mag weapons went from 15 days to 16 days for me.

I've seen it multiple times, with different techs, and on different playthroughs.
Behcio 5 Apr, 2016 @ 1:53pm 
I think this mod does not cause research times to get longer when a scientist is assigned to AWC, for example. Just checked this scenario:
1. Got 2 scientists in total, none of them assigned to AWC. Plated armor research time: 32 days
2. Assigned 1 of the scientists to AWC, checked plated armor research time: 33 days.

So there is a change but way smaller than it should be. After all, that second scientist speeds up research by 25% which is a significant boost.
Perhaps you could look into it? Because currently, this mod effectively gives you 2 free engineers, which makes it a bit of a cheat :)
saizai 8 Mar, 2016 @ 7:42am 
Bug: the text for constructing e.g. the AWC still says that it can be staffed by an engineer. Should be changed so it's clear during construction. (Relevant to placement with respect to the workshop, e.g.)
TheShrodingersCat 6 Mar, 2016 @ 10:18am 
@xBleedingSoulx: I changed codepage for XComGame.rus from UTF-8 to ANSI and problem was solved
TheShrodingersCat 6 Mar, 2016 @ 9:08am 
@xBleedingSoulx: just checked it. I still have some strange symbols instead of translated strings. I guess I will try to change it by editing the .ini files
unmog 5 Mar, 2016 @ 11:14am 
I think the Psy Lab should also have a scientist not an engineer~
Parameter 3 Mar, 2016 @ 9:48am 
@ xBleedingSoulx: Thx :)
xBleedingSoulx  [author] 3 Mar, 2016 @ 9:26am 
@Vorlod - Yeah, works perfectly with existing saves.
Parameter 3 Mar, 2016 @ 8:04am 
Does the Mod with existing savegames?
xBleedingSoulx  [author] 3 Mar, 2016 @ 5:43am 
@TheShrodingersCat - I thought I'd fixed that, it appears to be a bug in the editor. The language is readable when I enter it but on upload it makes it unreadable and I have no idea why.
TheShrodingersCat 3 Mar, 2016 @ 12:32am 
@xBleedingSoulx: I have noticed that translated Russian text appears in a form of unreadable strings. Could you please help me with that? Is it possible that I need to change fonts somewhere in the configuration files? By the way, thank you for this mod, it makes more sense to have a scientists on the Avenger
Struggle Bus 2 Mar, 2016 @ 3:56pm 
Love the idea.
Narrelama 27 Feb, 2016 @ 5:07pm 
essential mod. have those scientists do something useful
Zigg Price 27 Feb, 2016 @ 9:55am 
Entirely possible. Just wanted to check. Thanks for the reply. This is a fantastic idea and a fantastic mod. Out of curiosity, I do not supposed you have discussed the compatibility issues, and possibly collaborating, with the author of...I can't remember the name of the mod, but it adds additional Scientist slots to other facilities, and their bonuses are different than the engineer bonuses. Between the two, I prefer your mod, but the other one has some interesting concepts.
xBleedingSoulx  [author] 27 Feb, 2016 @ 6:37am 
Scientists only add a small percentage to research speed, the more scientists you have, the lower the percentage the newer scientists add, perhaps the percentage the scientist assigned added wasn't enough to effect the research time?
Zigg Price 27 Feb, 2016 @ 5:48am 
When I am assigning a scientist to the AWC, it does not seem to impact my current research timer (does not go down.) Is it something with the mod, or could it be a conflict?
mofenu 26 Feb, 2016 @ 1:05am 
much needed mod, thanks !
Scrooge McDuck 25 Feb, 2016 @ 6:05pm 
This ishow it should have been from the start. Thanks for this excellent mod!
DabHand 25 Feb, 2016 @ 2:56am 
Ah nevermind. After combining the mod ini and uc stuff l thought l could remove the Engineer2Scientist mod completely. I chose poorly - and by putting it back everything seems to be working. Thanks!
DabHand 25 Feb, 2016 @ 1:59am 
Tried combining these as suggested - copying over from yours to the other mod in the directed places. I can see the localisation works as it now says assign scientist on the button for newly built AWC, but when l click on it, l only get to assign Engineers as per normal. I double checked the files and can't see an omission, so perhaps there is an additional file that needs attention?
pwnsbey 24 Feb, 2016 @ 12:19pm 
Will workshop gremlins still fill the slots or will only scientists do?
xBleedingSoulx  [author] 24 Feb, 2016 @ 4:57am 
@Zanteogo - I'm almost certain this was the plan originally, even the Staff Slot Template names for the AWC and Psi Lab are named AWCScientistStaffSlot and PsiChamberScientistStaffSlot at some points in the file, where in other places they were changed to AWCEngineerStaffSlot and PsiChamberEngineerStaffSlot.
Zanteogo 23 Feb, 2016 @ 12:51pm 
Being as that there is already in game voice acting reguarding unassigned scientist, I am guessing this was the plan originally.
LeonKevlar 22 Feb, 2016 @ 3:58am 
It always bothered me that Engineers are tending to your wounded and researching your Psi Soldier abilities. Thanks for making this!
Publius Rusticus 21 Feb, 2016 @ 8:31pm 
@xbleedingsoulx: I like this mod a lot. Makes the scientist a lot more worthwhile. I was curious, though, if you knew of a way to assign scientist/engineer to characters in yoru character pool? So if you select them to be a VIP, you can make them spawn as only a scientist/engineer or can be spawned as either. Maybe a possible idea for a mod?
Kalito 20 Feb, 2016 @ 11:58am 
thanks! :)
xBleedingSoulx  [author] 20 Feb, 2016 @ 11:36am 
Any text editor, notepad works fine.
Ser Lancelot 20 Feb, 2016 @ 11:05am 
Thing is, how do you open .uc files? Windows keeps on asking me for a program...
Chrisbburn 20 Feb, 2016 @ 10:04am 
Thanks for that I am not sure why it isn't working then I searched through all of my mods to find conflicting files
xBleedingSoulx  [author] 20 Feb, 2016 @ 10:01am 
@Blax - This doesn't conflict with either of those mods, I use both of them, not sure why it's not working for you.

@Ser Lancelot - It's actually pretty easy to do, open up Scientist_Staff_Slots.uc from my mod, copy everything except the top line and paste it into the bottom of X2StrategyElement_DefaultStaffSlots_SF.uc in the Scientist Staff Slots mod and then my mod is combined with his, you won't need to have my mod checked for it to work, it will probably need to be done again everytime his mod updates though. You'll also need to copy out the localized text from the localization file from my mod for whatever language you're using and paste it into the same file in his mod.

@franxu85 - Spanish localization added.
franxu85 20 Feb, 2016 @ 9:41am 
can you add spanish plz
Ser Lancelot 20 Feb, 2016 @ 9:24am 
Awesome, now to make this compatible with the Scientist Staff Slots as they would cover the Comms, Proving Grounds, and Workshop but you both use the same _DefaultStaffSlots.

Hooboy...
Chrisbburn 20 Feb, 2016 @ 9:22am 
Anyone know if this will conflict with the leaders LW mod. I cannot see the scientists slot and thought it was the retroactive awc but tested and its not i can only think that the leader mod will overide the same classes??
xBleedingSoulx  [author] 20 Feb, 2016 @ 9:19am 
Ser Lancelot: Your request has been granted, it is now on the Nexus. http://www.nexusmods.com/xcom2/mods/323/?
Ser Lancelot 20 Feb, 2016 @ 5:51am 
Obligatory-on-my-knees-begging-for-Nexus-pose: Nexus, please? Thanks!
Kvazio 19 Feb, 2016 @ 6:45am 
@xBleedingSoulx
Many thanks!
xBleedingSoulx  [author] 19 Feb, 2016 @ 5:41am 
@assassin215k - Russian localization should now be fixed, let the mod update and let me know if it's working now, apparently the editor doesn't work well with Russian.

@Kalito - German localization added.
Kvazio 19 Feb, 2016 @ 4:47am 
I'm playing in russian version. If need help traslate, you can add me to your contact list and provide texts.
Kalito 19 Feb, 2016 @ 4:45am 
German please! :)
xBleedingSoulx  [author] 19 Feb, 2016 @ 4:42am 
If you want a localization, let me know what language you're playing.