XCOM 2
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RPG Overhaul Sorcerer
   
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Jul 24, 2019 @ 2:04pm
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RPG Overhaul Sorcerer

Description
RPG Overhaul plugin for my Sorcerer class.
I did not make this and will not take credit for doing so, that was a nice fellow by the name of RJC9000, who created the scripts for it and sent them to me.
Please do still post any bug reports, but know that it will take a little longer to update and fix them.
As an addon, requires my Sorcerer class and RPGO.
Also, due to some issues with the RPGO system, not all of the Sorcerer's abilities got into the plugin. They were the three Squaddie abilities, and Claw Attack, none of which are too hurtful to lose (at least to the base game class, I have no idea how RPGO works).
18 Comments
igor140 Jul 26, 2024 @ 5:31pm 
I went ahead and changed the damage types as well (to fire, acid, frost, etc as appropriate), and everything seems to have worked fine...

But the abilities just don't do very much damage as is. I think that's a balance thing, considering most abilities have really strong additional effects and large AoEs.

The fact that there are no animations makes me sad though : /
igor140 Jul 26, 2024 @ 5:31pm 
For those not able to get the damage working, you need to copy the weapon damage tables from the "base" mod (NOT the RPGO plugin). They're located in the file called:

XComGameData_WeaponData.ini

which will contain all the damage information for all abilities across all three tiers of PsiAmps. Copy that full table to the file of the same name within the Long War of the Chose (in my case) mod.

If you're not using that, and using Psi Overhaul instead, you should be able to copy that same data table to the WeaponData.ini file within that mod.

TMK, LWotC somehow has priority over all other mods, so if you use that, you should only need to copy that that WeaponData file.
igor140 Jul 26, 2024 @ 4:19pm 
@vinis: for the RPGO version, the only limitation is having a psi amp. I am using these just fine on a melee character. If not that, then it sounds like you have some other mod conflict
vinistrifezza Jan 21, 2024 @ 12:42pm 
Hey guys... i have a question... how to remove the weapon limitation?
i use this specializations from sorcerer with a melee soldier, but, i dont have any abilities from sorcerer in tactical overlay, because i dont equip a pistol... anyone have idea?
Zigg Price Feb 11, 2022 @ 3:08pm 
Do these skills have any animations associated with them? Last time I used the Necromancer, most of the skills lacked animations.
penatbater Jun 3, 2020 @ 11:12pm 
@DarkTemplarX Finally got it working. @Cogito is correct, the Psi Overhaul mod removes the Psi amp from the primary/secondary and puts it in the utility slot. I think that's what made this funky. Removing it or not installing it with this fixes this mod. Idk why also but there are no animations haha but its fine, as long as it's working. XD
DarkTemplarX  [author] Jun 3, 2020 @ 1:56pm 
@penatbater you might, depending on how your other mods interact with it. Regardless, the mod isn't maintained by me, and someone else made it.
That being said, my hard drive that had the mod tools on it got corrupted, so an update to fix any bugs is quite unlikely. Sorry.
penatbater Jun 3, 2020 @ 9:28am 
I'm not sure why but I also couldn't get my soldier to equip psi amp. I tried adding the lines

+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="psiamp")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="psiamp")

to RPGO's XComClassData.ini but it didn't show up. Do I have to have the Psi Lab built before I can have access to Psi amps?
Phizz May 8, 2020 @ 3:42am 
You do not need the "New promotions Screen by default" mod. It is included in RPGO
DarkTemplarX  [author] Mar 28, 2020 @ 12:22pm 
Honestly, I don't know. I didn't build this mod, nor do I have any idea how the RPGO mod works.