XCOM 2
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XCOM Psionics Overhaul V3
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Jun 18, 2020 @ 3:23pm
Apr 30, 2023 @ 9:57am
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XCOM Psionics Overhaul V3

Description
==[XCOM 2 PSI OVERHAUL]==
Bringing back psions, XCOM 1 style. No longer do you train psionic operatives as rookies - upon building a psi lab, any of your operatives can test positive for psionic potential and learn psionic abilities.

Please Note: This is the most recent, and currently supported, version of Psionics Overhaul v2. Like most mods, this is basically a working beta. I've tested to make sure abilities (particularly damage) do work, but there is always the risk I missed something. Please see the Known Issues sections for more details on oddities I have seen or have been noted in previous versions.

[UPDATE]
Fixes incompatibility issue with Psionics Ex Machina.

[HOW THIS WORKS]
Psi Operative is no longer a separate class that needs Rookies to be trained.

Instead:
  • Play normally, leveling up your operatives through missions.
  • Build a Psi-Lab and enter it and some of your operatives will be revealed to be secretly psionically gifted!
  • Throw them in the psi lab and they'll become psions.
  • Learn psionic abilities alongside regular leveling
  • Now includes a dedicated inventory slot for Psi-Amps so all classes can use psionics.
  • Just like X-COM 1's Psionics! (kinda)

[IMPORTANT NOTICES]
  • DO NOT INSTALL THIS (OR UPDATE FROM AN OLDER VERSION) IN THE MIDDLE OF A GAME
  • DO NOT REMOVE THIS MOD IN THE MIDDLE OF A GAME
  • CUSTOMIZATION - Check the config files! There are many, many options to configure the psionic abilities available, required regular soldier ranks, and much more!
  • OVERRIDES: XCom_HeadquartersPsiTraining. So Psi Lab will likely be broken if you remove this mid-campaign.
  • Psions replace base game Psi Operatives, as the Psi Lab has been completely repurposed.

[COMPATIBILITY]
  • YES, YOU CAN USE THIS WITH RPGO! - Heck, I tested this mod with it enabled.
  • PROBABLY SHOULD BE COMPATIBLE WITH LWOTC, BUT I'M TOO LAZY TO TEST AND DEFINITIVELY TOO LAZY TO SUPPORT IT
  • Class Mods: This mod uses an editable blacklist to prevent certain soldiers from being psionic rather than a whitelist, so almost all class mods should be compatible with this mod!
    • Note: Chimera Classes and Chimera Heroes are the only mods I know that have configurations barring certain classes from being psions (their psionic and templar respectively).
  • Other Psionic Mods: Generally speaking, as long as they don't touch the Psi Lab, they'll be compatible. RPGO specializations in particular are fine. Do note that any new abilities in these mods will need to be added to the config files.
  • Inventory Slot Used: eInvSlot_PsiAmp

[WHAT'S CHANGED FROM V2]
Many things! The mod has been given a facelift to avoid touching as many things in code as possible for better compatibility and new mechanicisms added for further expandability (user or otherwise).
See the discussion thread entry on Jun 18 for more details!

[RECOMMENDED MODS]
  • No More PsiAmps - This mod no longer creates its own invisible psiamps, so use this mod if you don't want psi-amps to be visible!
  • Psionic Melee - The mod is configured to allow these shard gauntlets in the psi-amp only slot.

[PLUGINS]
New to this version! Inspired by RPG Overhaul, this version of the mod now includes a system in which new Psionic Classes can be defined and randomly assigned to your troops.
To showcase this, I've created a few plugins that change or add to the psionic classes:
  • Expanded Psionics - Using Bstar's Expanded RPGO Psionics as a base, this expands the power selection available to your Psi Operatives!
  • Biotics - RealityMachina's excellent Biotic class, now in Psionic form!
  • Chaplin - Mitzruti's fantasic healing/support class, now... also in Psionic form!

I may create more plugins in the future, but know that do to current limitations, classes that use unique Primary Weapons (such as the Necromancer) aren't really possible.

[KNOWN ISSUES]
  • Psionic gear mods - Any mod that creates gear that only Psi Operatives can use (such as ADVENT Warlock) won't be available to Psions. I'm working on a coded solution for this, but you can always modify the XComClassData config files to change what classes can use the equipment and then just only give it to Psions. Any special Psiamps can be equipped just fine, though.
  • Psiamp Slot - Do note that the Psi-amp slot sometimes just will not autoequip a psi-amp. Be sure to check that a soldier has a psi-amp equipped before sending them off on a mission or covert operation!

[KNOWN ISSUES FROM OLD VERSION]
Due to the changes in the backend of this mod, some of these may be fixed, but it's a good idea to be aware these issues may still crop up:
  • Chosen Avenger Assault - The old verison of Psi Overhaul was known to sometimes crash the game when this mission came up. Many reported that it was a conflict between Psi Overhaul and Quick Soldier Info.
  • Weird Animation Issues - Sometimes using psionics rarely caused some... rather bendy animations to happen. This mod doesn't touch any abilities at all, so I'm not 100% sure why this would happen!
  • Disable Random Posters - Users have reported that enabling the old version with this mod caused the game to crash on mission start/finish.

CONSOLE COMMANDS
ForcePsiGiftReroll - Rerolls ALL non-psions in your barracks, giving a second shot at being a psion
ForcePsiGiftForSelectedSoldier - Enter the armory, select a soldier and enter this command to force them to be a psion.
ForcePsiClassForSelectedSoldier psi_tree_name - Similar, but forces the soldier to use a given psionic class. (only useful if you are using some plugins). Can be used to change a psion's class, but will not remove any abilities already learned, reset rank, nor add any starting abilities! Use it for that purpose at your own risk.
ResetPsiAbilityOptionsForSelectedSoldier - Rerolls the soldier's list of abilities to pick from for their next psi training session.

[THANKS]
Ziodyne for creating the original version of this mod.
The XCOM2 modding community for providing many, many wonderful mods!
Popular Discussions View All (2)
6
May 1, 2023 @ 1:48am
Russian Translaton
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296 Comments
I had the previous version installed, along with Psionics Ex Machina. Is it possible to have this mod and Psionics Ex Machina installed? I read the description, but figured I would ask - how painful is it to get this version working in place of the other mid-game?
HALO_Project Mar 21 @ 1:23am 
Great mod. Gets it closer to the old way and I love that. One issue and maybe it's just me doing it wrong but "ResetPsiAbilityOptionsForSelectedSoldier" doesn't seem to do anything no matter where I input the command.
vinistrifezza Mar 8 @ 11:31am 
hey guys...
Is there any way to make the soldier's training not be in the psi chamber?
Are the skills unlocked with the soldier's normal level?
Something more like XCOM 1, where you unlock the psionic skills by leveling up the soldier and not putting him in the psi chamber
judashgriff Mar 7 @ 1:07am 
Hello All! I am playing this with RPGO and I have the issue that I can only train the faction heroes, but not ordinary soldiers. Do any of you know what can be the issue?
"Hello everyone! I have a problem with the mod, when training Psi Operatives, for some reason not all abilities are available. The entire ability tree is unavailable, specifically the later ones. I'm playing on LWOTC. What could be the issue?"
Bawkdragon Feb 2 @ 1:48am 
I am curious if you can have a ex machina, base psi lab and this for all the psi options,
Bjorn der Fischer Feb 1 @ 1:30am 
@vinistrifezza What I am doing is changing the chance in the config to 0 and then chose the soldiers, who shall receive the gift, myself with the ForcePsiGiftForSelectedSoldier command
Reaper415 Jan 30 @ 8:52am 
@vinistrifezza go to the XComPsiampSlot.ini in config and change ability from TheGift to Insanity. This way the psiamp won't be given to any soldier that hasn't been trained in the psi lab.
Bantichai Jan 29 @ 5:12am 
Do anyone know how this mod interacts with other mods that have weapons/armor that are only meant to be used by the "psi ops" class? This mod disables that class right? So like how would the "vorpal gatling gun" from armored viper mod or the psi armor work with psionics from this mod, are they still treated as psi ops after they enter the lab?
vinistrifezza Jan 28 @ 7:10pm 
Is there any way to remove "the gift" from a soldier? I'm using the XCOM EW mech mod, but one of my mechs is the Psion, and I didn't want that XDXD
By the way, excellent mod! I really wish we could level up psionic powers in combat, with battle experience and not inside the chamber, but I'm happy with what we have XD