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[WotC] Amalgamation Pexm Bridge
   
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Dec 9, 2023 @ 2:00pm
Aug 30, 2024 @ 4:24pm
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[WotC] Amalgamation Pexm Bridge

In 1 collection by EvilBob22
EvilBob's Gameplay Mods
3 items
Description
What is this mod?
Amalgamation already has settings for Psionics Ex Machina, so why is this mod a thing? The existing settings allow any amalgamation soldier to equip a psi amp and/or PsiOperative armor, but PExM also includes a system where non-psionic soldiers lose will when using psionic abilities. The primary use of this mod is to flag certain specializations -- set in the config -- as psionic, so that their will doesn't drain while using psionic abilities. It also enables those psionic specs to use psionic weapons and armor from several other mods and enables Psi Operative photobooth poses for them.

Config Options
All settings are found in this mod's XComAmalgamation.ini
General Settings
  • General Settings From Amalgamation
    The settings to allow all Amalgamation classes to enable psi amps and psiops armor are duplicated here. Having them on in either mod (or both) will make them enabled.

  • The "Psion Fortress" Ability
    The "Psion Fortress" ability, which prevents will loss from psionic abilities, is on for psionic specs by default. It normally only shows up in tactical, but there is also a setting to add it to all psionic soldiers in the strategy layer (see the screenshot above). However, that option does make the ability permanent* on existing soldiers, so it's disabled by default.

    *The ability can be removed by disabling the option and then rebuilding the affected soldier(s) (see ApplyClass/RandomizeClass from Amalgamation Console Helper or RebuildSelectedSoldiersClass from Additional Soldier Console Commands). Be aware that these reset the entire build, including rerolling the available ability choices.

  • Psi Operative Photobooth Poses
    By default, psi specs have the Psi Operative photobooth poses from the base game enabled for them. They will need to have a psi amp equipped to see the options though.

Psionic Equipment
  • Weapons and armor
    Weapons and/or armor can be enabled for all psionic specs. There are settings, disabled by default, to enable psi amps or armor for psi specs (usually if the settings to add them to all amalgamation specs is off). Settings are also included to enable psionic weapons/armor from other mods. It should be a pretty comprehensive list already, but others can be added if needed.

  • Primary Psi Weapons
    Primary weapons are limited by the weapons normally enabled by the primary specilization. For example: the Psionic Reaper from the ADVENT Warlock mod is set to be usable by rifle or bullpup users, so Infantry - Psion - <any> classes can use it (since Infantry uses rifles), but Assault - Psion - <any> classes cannot (since Assault uses shotguns). Aside from flavor reasons, this prevents issues with classes that use non-standard weapons, like the Undead Lord.

  • Psi Amps
    Similar to the primary weapons, the standard Psi Amps can be disabled for certain specs. This is especially helpful for a few specs that have abilities relying on having custom Psi Amp replacements, like the Biotic or Three Jedi specs.

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13 Comments
EvilBob22  [author] Aug 30, 2024 @ 11:09am 
The setting to enable PsiAmps/PsiOperative armor is no off by default. It's still there in the configs, un-comment to re-enable them. (Remove the ";" before the "+AllClassAllowedWeapons" and/or "+AllClassAllowedArmors".)
XpanD Dec 11, 2023 @ 10:30am 
For what it's worth, Amalgamation works pretty well for setups like that too, provided you combine it with mods like Choose My Class and/or my Console Helper. I almost always use characters from other franchises, roll a few random classes and then see what would be the best fit thematically. Pretty fun!
grammarsalad Dec 11, 2023 @ 10:05am 
I actually don't think too much about perk selection, just going with the "theme" of the character, so that might be my main problem, lol
grammarsalad Dec 11, 2023 @ 10:03am 
Agreed! Lol, I'm at a point where I've amped up the difficulty to the point where I cannot finish the game with proficiency classes. (A more skilled player may not have these same issues, lol.) But, I actually like how chaotic and difficult it is, and so I'm looking for ways to make my squads a bit tougher... But not tooo much. I like that I have to bug out of a lot of missions early else lose my team. Good fun!
EvilBob22  [author] Dec 11, 2023 @ 9:47am 
Yeah, RPGO does have a similar vibe. I personally think it's OP, but no shade to people who use it; I'm a firm believer in everyone playing XCom the way they want.
grammarsalad Dec 11, 2023 @ 9:26am 
Ahh, that is cool. Like rpgo, but more. I think I will try that out, but first I want to try rpgo (still perfecting my proficiency setup.)
EvilBob22  [author] Dec 10, 2023 @ 6:13pm 
It's a fun setup. You get three rows of abilities, but they are semi-random as to which ones you'll get. There are hundreds (or thousands with extra spec packs) of combinations, so you won't get 2 soldiers with the exact same combo. But, even if you did, the abilities you have available are semi-random as well.

Instead of "my soldier of class X just went up to rank Y, so I'll select ability Z, like always", you have to think about what option you'll want to choose every time.
grammarsalad Dec 10, 2023 @ 5:40pm 
See, things like this make me kind of figure out what this Amalgamation thing is all about.
EvilBob22  [author] Dec 10, 2023 @ 1:46pm 
Just updated:
1) enabling psionic weapons can be restricted based on what weapons were enabled before -- prevents (for example) flamethrower primary classes from using psi rifles and all their flame abilities breaking
2) Stukov's request to disable psi amps by spec -- especially helpful for specs with abilities that only work with their own custom psi amps.
TePª Dec 10, 2023 @ 2:41am 
Noice