147 ratings
Partially Gifted
File Size
0.454 MB
Mar 20, 2016 @ 3:23pm
May 16 @ 12:55pm
33 Change Notes ( view )

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Partially Gifted

In 1 collection by RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
64 items
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!

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)


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!


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.


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!
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DragonFire Nov 19 @ 9:55pm 
is there a chance for this to get updated for WOTC? loved this alot during my runs of xcom2 before.
Gale_Dragon Oct 19 @ 9:00am 
doesn't work with USS and LW2 1.5
pls update
moegler.1 Oct 18 @ 7:59am 
does this work with wotc
Delta-118 Oct 14 @ 7:12am 
Any chance this could be fixed to work with LW2?
danp132 Sep 14 @ 8:41pm 
Any chanse of a wotc update any time soon? This is a lovely mod
pintocat Sep 7 @ 1:27pm 
This (and Potentials) were some of my favorite gameplay mods :)
mynameactually Sep 5 @ 11:46pm 
@LightningManGTS I think it would depend on the utility slot sidearms mod updating.
mynameactually Sep 5 @ 11:44pm 
Hey, I just left a big suggestion on the Fixer Class mod, that makes me think of this mod, but for adding cybernetic upgrades to your soldiers. If they decide against my suggestion and you ever have to urge to make something like that, I'm sure you'd know it out the park.
LightningManGTS Sep 4 @ 9:33am 
Man using default psi ops again reminded me how dumb they are for being there own class, espcially compared to the templars. I know you've been working mostly on allies unkown and the occasional fix WotC but how much work would it take to get this working for it? I can live with it being a tad bit barebones for the moment.
José Aug 30 @ 6:56pm 
Yeah. Not only that, but I think that this might need a slight overhaul, with the inclusion of the training center. You could have a research project to make a slot that acts just like the Training center, and allows you to purchase random Psi skills. You could even add some of your own, like bringing back Long War's Mindfray, making them more unique in comparision to the Psi Ops.

Also, this would allow for the Psi Op to be able to purchase skills from other classes, so that they do something other that be psychic, and allow them to purchase unique psi powers that would be the classic/degraded versions regular soldiers would get.

Quick question: any clue what happened to Grimy? He's been AWOL for a while, and this mod needs his Utility Slot Sidearms to really Shine.