XCOM 2
112 ratings
Partially Gifted
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.454 MB
Mar 20, 2016 @ 3:23pm
May 16 @ 12:55pm
33 Change Notes ( view )

Subscribe to download
Partially Gifted

Subscribed
Unsubscribe
In 1 collection by RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
61 items
Description
Enables soldiers who aren't Psi-Operatives to earn a random (and usable without a psi amp) Psi ability from the Psi Lab. Even works with soldiers with modded classes!

LATEST UPDATE
Hopefully removed dropdowns for the slot, plus adding another check to hopefully prevent players from accidentally starting infinite loops.

Soldiers who earn psionic abilities and can do so more than once have their starting psi strength determined by their will stat. (Now you have a use for those Focus PCSes!)

Can be adjusted in XComPartiallyGiftedSettings.ini, that is contained in the game's My Games/XCOM2/XComGame/Config folder once the mod initializes it.

Disable or enable Will-based checks for whether an ability training attempt is successful, and adjust what the will is rolled against.

Whether gifted soldiers are allowed to gain more than one ability

And how many times a soldier is allowed to earn an ability before a soldier is considered fully "done." (By default this is set to seven, do not set this past nine unless you like games stuck in infinite loops)

NOTE:

You can't get Null Lance, Void Rift, or Domination by default since I felt those high end abilties should be the domain of classes that are deliberately designed with them.

That and Null Lance is completely reliant on a psi amp to calculate damage. This is also why Soulfire and Soul Steal are also blocked if Grimy's mod support is turned off since those abilities are also completely reliant on a psi amp to calculate damage.

In exchange however, you do get access to Mind Control as a potential ability.

You can now adjust this in XComPartiallyGifted.ini, located at (where XCOM 2 is installed)\\steamapps\workshop\content\268500\649477316\Config. Just add in the name of the ability you want partially gifted soldiers to have. It should even work with custom ones!

POTENTIAL CONFLICTS

Anything that changes the *number* of slots of the Psi Lab will not function with this mod unless I built in compatibility for it. For now, this includes only LW2.

Anything that changes slot requirements (ie switching the vanilla engineer slot to scientist) will work fine.

SSUES

Cosmetic - The active psi ability animations are tied to the psi-amp weapon, so the game basically just skips straight to the effect happening if Grimy support is disabled.

Cosmetic - The Psi stat doesn't show outside of battle for soldiers who have partially learned the Gift. If you're wondering where your soldier is at, the formula for psi growth is 10% of their will, with their base being what their will was at time of learning their first psionic ability. So a soldier who first trains at 80 will will start off with 80 psi strength, and gain 8 psi offense for every other ability they learn.

LW2: If you've been experiencing UI issues with an in-progress game after updating -

FOR IN-PROGRESS CAMPAIGNS THAT GET UPDATED: This will break slots and units if the psi-lab has already been built, but it can be fixed. Go to XComPartiallyGifted.ini, located at (where XCOM 2 is installed)\\steamapps\workshop\content\268500\649477316\Config, and look for WipeFacility. Set it to true. This will put any soldiers and the scientist/engineer in charge back into the Avenger, and rebuild the psi-lab to have the new, proper slots.

Reload the save, check that the psi-lab now has a open slot for psionic veterans. If it does, save again, go back to the .ini, and set WipeFacility to false again. Using the new save, you should be able to resume your campaign.


Thanks to S.Flo for letting me use some of his code from his Fatigue mod!
< >
145 Comments
Arkenor May 24 @ 1:32am 
Aha! Thankyou very much!
RealityMachina  [author] May 24 @ 1:31am 
@Arkenor Yes it should work fine with it, though it won't automatically use the powers it adds.
Arkenor May 24 @ 1:05am 
Does this play nicely with "LW2: Make PsiOps Great Again!" which adds new psi powers, or is everything likely to go horribly wrong?
illPosedProblem May 16 @ 12:08pm 
The game-freezing bug is back!
After the LW2 1.3 update (and this mod's subsequent update), clicking the PsiLab button to partially gift a solider produces a drop-down list. Merely _hovering_ the mouse over a soldier with the maximum number of abilities freezes the game now.

The weird thing is that the list seems filtered somehow. I couldn't freeze the game until I reached the max limit with a soldier after updating this mod. It would seem (but I don't have enough facts observed) that the filtering doesn't update properly?
divoratore1 Mar 29 @ 4:52am 
The UI bug allows you to train sparks too. Powers seem to work without problems on them last I tried.
illPosedProblem Mar 28 @ 10:24pm 
Yes, my modpack is rather big.
Here's how I reproduce the UI bug:

1. Have the psi power number limit configured in MCM at the maximum number of powers available.
2. Train a regular soldier one power below that maximum number.
3. Have a PsiOp also training in the Psi Lab.
4. Have the regular soldier train the maximum-number psi power.
5. As the maximum-number psi power soldier finishes training, click on the event pop-up to inspect that soldier.
6. Click yes on the yellow soldier training warning.
7. Click on the button added by your mod (to add psi powers to another regular soldier).
Result: clicking that button will now open a drop-down of possible candidates. The soldier with the maximum number of psi powers will also be present. Clicking on their name will now hang the game.
Expected result: Clicking the button should open a proper scrollable list, in an almost-full-screen window, and the soldiers with the maximum number of psi powers are properly filtered out in that list.
RealityMachina  [author] Mar 28 @ 5:56pm 
@Illposedproblem Ah, you've added LW2 perks.

Yeah it's an infinite loop issue, the limit of 11 is to be used when you have grimy's utility sidearms mod installed, since three powers require the utility psi-amp to be successfully used, and will not be added to soldiers otherwise.
illPosedProblem Mar 28 @ 9:59am 
So, the UI bug is weirder to reproduce.
If I go in the Psi Lab UI through the normal buttons (Avenger Interface->Armory->Psi Lab), it works as normal.
If I'm brought there by a psi training completing in the map view, I get the unfiltered drop-down instead of the filtered list.
illPosedProblem Mar 28 @ 9:38am 
Huh, I got the UI bug trigger wrong.
I don't know when it decided to open up the drop-down menu. I finished training the solder (their 10th ability, so maybe that was it?), then, when clicking on that button to add an ability to a soldier with 3 abilities, it opened the proper filtered View Soldiers list.
I'll return with reproduction info if I stumble upon it.
illPosedProblem Mar 28 @ 9:35am 
The abilities my soldiers have are: Fortress, Insanity, Sustain, Solace, Mind Merge, Stasis, Schism, Inspire, Fuse, Stasis Shield . Checked on two different soldiers, both have the same powers.
Could this be an infinite loop issue? Where no suitable power is found, so the game keeps trying to search for a suitable power? Since the game isn't crashing, it just becomes unresponsive.

Also, a UI bug:
When there's no actual Psi Op training (middle button in the Psi Lab UI), clicking on the button to add powers to a non-psi-class soldier (rightmost button in the Psi Lab) opens up the View Soldiers list, and filters out soldiers with more than the maximum number of psi abilities. So, setting the limit to 10 in MCM solves the issue.
However, when there is a Psi Op training, clicking the rightmost button in the Psi Lab UI opens a drop-down, where soldiers at their maximum number of abilities are still displayed. Clicking on a maxed-out soldier also freezes the game.