XCOM 2
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RPGO Nightblade Specializations
   
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Oct 5, 2019 @ 1:38pm
May 14, 2020 @ 2:34pm
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RPGO Nightblade Specializations

Description
It's Nightblade, for RPGO.
found at 540~542.

Nightblade: Stealth assasian type. Use ripjack or combat knife.
Abyss Knight: Spend HP on special melee attacks. Use sword, ripjack, combat knife or glaive.
Venesector: Spend HP on special shooty attacks. Use bullpup, autopistol and potentialy SMGs if they're set in the smg category.

Only custom ability left out is bloodied shroud. You'll likely want to look into some other source of wound reduction. Like a certain gene mod.
29 Comments
「Lukja」 Jun 21, 2023 @ 1:55pm 
Have the same issue as igor140, can't seem to get the skills to work despite using combat knives. Maybe because my guy is dual-wielding?
igor140 Aug 24, 2022 @ 2:51pm 
does anyone know if the ninjatos added by the Katana Pack Reloaded qualify as "knives"? do they work with the nightblade tree? trying to figure out how to build my RPGO character...
Fuedrakia Sep 24, 2021 @ 2:46pm 
Ah, thank you for the response, I will rectify this post haste.
Mitzruti  [author] Sep 24, 2021 @ 7:18am 
@Fuedrakia
the abilities themselves are in the perk pack, you do not need the class to make in function.

using the class mod with rpgo would result in half your doods being the nightblade class, which really isn't desirable.

@Huntakinte
You need to be concealed to use them.
Fuedrakia Sep 24, 2021 @ 3:09am 
I am getting a red conflict message when I have this and the Non-RPG Overhaul version installed at the same time, yet the Alternate Mod Launcher says they do not conflict, so I decided to be smart and speak to the source of said mods.

Note, trying to trim down as many conflicts as possible, as I am playing a heavily modded run and this is the last conflict I have to deal with before things are golden.
Pspritechologist Mar 27, 2021 @ 10:38pm 
I tried posting this on the RPGO page, but no one got back to me, so here goes..

Attempting to add the Nightblade specialization (along with the perk pack for it) to my heavily modded game seems to cause my soldiers wielding primary swords to no longer be able to equip their weapons. Instead, the options are limited to anything not technically classified as a sword, i.e. a knife.

The same happens when attempting to add the Pharmicist Class, but to soldiers wielding Gremlins, replacing their only option with a Gauntlet (I think it's called). Does anyone have any idea why these Classes might be affecting the loadouts, and how I could fix it?
Mitzruti  [author] Feb 27, 2021 @ 6:40am 
@The Thwhap Goblin
the default should be 50% of current hp. (the damage bonus is based on how much it costs)
might've misplaced the % in the localisation when I patched it to be a bit more efficient setting up.
Stalin and the Nuke Pals Feb 26, 2021 @ 11:12pm 
Does it normally take 50 hp to use the first power in the venesector tree? I'm going to hope that's a config error that can be tweaked, and if it is, where exactly in your perk pack is the perk for me to poke at?
Karzon Jan 4, 2021 @ 9:11pm 
@Terror Of Death - that's an RPGO second wave option, Commanders Choice.
TerrorOfDeath Dec 9, 2020 @ 11:42pm 
Mitzuruti, btw from the 1st picture how can you choose the specialization? what mode you use? and what rpgo setting you tick? I tried several times but don't know how to make my soldier choose the specialization.