XCOM 2
RPG Overhaul Specialization SpecOps
44 Comments
John F. Kennedy Nov 7, 2022 @ 2:07am 
@Doenyon just download as usual,rpgo has its own implementation of the new community screen by default
Doenyon Nov 4, 2022 @ 11:27am 
the specops class mod requires a mod that's incompatible with rpgo, so what to do ? (the new community screen by default)
Tai May 27, 2022 @ 7:02am 
I don't see the guerilla warfare option in choosing specifications so is there no longer the reaper option? i did a choose 5 specifications per solider with combined 5, not actually sure what combined does
veryhappybara Aug 25, 2021 @ 4:21pm 
this mod requires incompatible mods. Is that okay?
GallowsLTD May 25, 2020 @ 6:02pm 
@ru! i only have two abilities under spec ops tag.
MaxAstro May 11, 2020 @ 4:06pm 
Is it intentional that SpecOps flashbangs don't work with the Flashout and Rapid Deployment abilities of the Support specialization? I was really excited to get Support and SpecOps on the same soldier but unfortunately, with Flashout, Rapid Deployment, and Sting Grenades regular flashbangs are strictly superior to SpecOps ones, except for not breaking concealment.
Gigadesu! Apr 15, 2020 @ 5:12pm 
For some reason when I level up I only ever see like 3 abilities on the list as where all the others are full.
Yecaps Nivek Apr 7, 2020 @ 2:42pm 
'silent takedown' often crashes my game when activated
It would be a shame if THEBR33D Mar 16, 2020 @ 7:35am 
Hi Musashi, I've been playing with RPGO almost since it came out and have loved this class since before RPGO. But I've noticed that the sniper rifle stopped being able to fire after moving. I had a ton of RPGO classes so I uninstalled all of my mods except RPGO and Quicker start to make testing faster. I started adding classes one by one to find the game stops being able to fire after moving once I add Spec Ops and the required mods. Do you have any idea why it would stop me from firing after moving? Or where I can check in the ini files? Thanks in advance!
Okondor Feb 25, 2020 @ 7:20am 
Sorry I meant to post on the samurai plugin, my bad. Ill try your suggestion, thanks.
Musashi  [author] Feb 25, 2020 @ 7:03am 
The samurai class? Cause you commented on the specops plugin. You can use the disable any class mod to disable classes.
Okondor Feb 25, 2020 @ 6:43am 
Im having a problem where instead of showing up as a skill tree the samurai class is a separate class from soldier with its own skill tree. Also half my rookies become samurai instead of soldiers.
Im assuming this is an error on my part but Im not sure how to fix it.
VoidLight Feb 13, 2020 @ 4:55am 
I noticed that the knifes here do not work with when dual wielding another melee weapon. The. Slash ability seems to only count the primary but the knifes stats are used for silent take downs? But the dual blade animations fork just fine.
tac Feb 8, 2020 @ 12:27am 
Question: while I know that there is a perk that will be made redundant if I do this, is there an option in the config to bring snipers back to rpgo functionality? With this mod, after moving, you can't fire a sniper rifle, and honestly, I preferred how rpgo allowed you to shoot after moving.
Charlemagne Feb 3, 2020 @ 2:51pm 
The GTS perk Band of Brothers still shows up, it will take your money ($300 down the drain) but it is not functional. I know it exists in RPGO as an Origins perk, but I thought this would give all my soldiers the perk. Will it still give it at least to any SpecOps? Would he need to be classified as SpecOps (i.e. by having more SpecOps perks)? I also see a blank "perk" in the GTS, which I can "buy" for nothing and it goes away.
yes_commander Nov 9, 2019 @ 11:05pm 
Anyone else getting a way higher percentage of troops getting Marksman as a starting perk (the +4 sight range version from the Colonel rank of the SpecOps tree, as opposed to the +chance to hit starting perk of the same name). I seem to be getting it on 20-25% of my guys lately. Could just be chance, and it's a fantastic perk, don't get me wrong, but I've never had so many people roll the same perk before. :| I may just comment it out from the starter list since it's still available in the actual skill trees and there's already a +2 sight range starter perk that doesn't trigger the dynamic class naming like this one.
DesignationUnknown Aug 4, 2018 @ 7:29am 
For anyone else severely annoyed by this bug, try "disable any class" it has a WOTC version.
DesignationUnknown Aug 4, 2018 @ 7:26am 
For some reason my soldiers are rolling Spec Ops as their classes instead of Soldier. What line should I add in the configs to remove this?
SpecTRe Rainbow Jul 29, 2018 @ 9:55am 
For some reason my soldiers are rolling Spec Ops as their classes instead of Soldier. What line should I add in the configs to remove this?
Insufferable Smartypants Jun 28, 2018 @ 11:34am 
That discussion was a long time ago. "I'm the Commander Here" has been updated since then. I believe they said the issue has been addressed.
Criticopulus Mar 8, 2018 @ 11:29pm 
I'm pretty sure Niteshade is correct. I tried removing "I'm the commander here" and restored the skills by resetting that soldier with console commands. Then I reactivated the Commander mod and the same skills disappeared again
Niteshade Mar 7, 2018 @ 1:02am 
I'll have to check next the I play. I didn't notice any missing skills and I had 2 or so soldiers branching thru the Spec Ops line
Insufferable Smartypants Mar 7, 2018 @ 12:02am 
It doesn't really hurt to leave it in if that's what you prefer to do. That's the mod that was randomly deleting skills from SpecOps (I assume it was just targetting the bottom class on the skill list - not specifically SpecOps), and for a while I could live with it, but then it started to bother me and I discovered that removing that mod fixed SpecOps for me.

I don't think it would hurt to remove it in game, but your existing soldiers might still be missing those skills. New soldiers shouldn't.
Niteshade Mar 6, 2018 @ 9:10pm 
@Insufferable Smartypants
Do you think it would really hurt to remove that mod if we're strictly running just the RPG Overhaul + the samurai and Spec ops additions?
I am also using 1 other class related mod that allows soldiers to be promoted to PSI Ops instead of using the Psi Lab.
Was curious since I'd like to avoid using anything that conflicts with the Musashi Mods lol. His mods above all others must function in my saves.
Insufferable Smartypants Mar 6, 2018 @ 7:34am 
Criticopulus - sounds like you're running "I'm the Commander Here!" or a mod with some similar functions. I found that I could respec any of that bottom line of skills, but doing so would directly remove class skills from this class as I replaced them via that mod.

I finally had to get rid of ItCH and ItCH: Extension and the problem went away.
Criticopulus Mar 6, 2018 @ 5:12am 
I'm not exactly sure on which of the mods to post this but for some reason one random spec ops ability from all of my troops has just disappeared from the list. Varying from sergeant to colonel, each of my troops has one missing ability even if they're not specced as a spec ops with the result that the one which is a spec ops no longer has access to knife juggler. What the bloody hell could have happened?
CarlinTheLegend Mar 4, 2018 @ 6:12pm 
I have this ability called full autofire, is it from one of your mods?
Carbon Feb 5, 2018 @ 12:29pm 
Awesome mod mushi!
If you pick back stabber and knife juggler,the change in damage for the throwing knives is supposed to show on the loadout page?Cuz it doesn't,not sure if it doesnt apply also,just wanted to let you know!Thnks again!
thorspark Feb 2, 2018 @ 3:06am 
Great Mod.
A few bugs though :
- Close Encounters doesn't work (at least with shotguns)
- Kenjutsu doesn't work either (with sword as primary or secondary weapon)
Mittenz [ミッテンツ] Jan 31, 2018 @ 5:08pm 
10/10 Fantasic mod.
Zorbakaq Jan 31, 2018 @ 12:00pm 
man keep this up and your mods will cover all of the featured mods page. Good job though, any idea on Psionics? Also noticed having this mod makes my PSI operatives unable to use the PSI amp (Can still use the abilities but just can't equip the PSI Amp)
Wombat Jan 28, 2018 @ 3:02pm 
@Hudson Savage: Maybe. I can't get on my computer to try right now, but making a soldier a rookie via the below command, and then leveling them up MIGHT reset their skill tree. Only problem is that the only command to level up soldiers (also listed below) applies to the whole damn barracks, so obviously that could be an issue for those a decent ways into a campaign. If there's a command to promote individual units, I don't know it.

LevelUpBarracks [Number] - Level up all soldiers in the barracks by [Number] ranks
MakeSoldierAClass [ClassName] - Turns a soldier into a specified class
(Eg: MakeSoldierAClass "Jane Kelly" Ranger -- this will turn Jane Kelly into a Ranger.
The quotation marks are required, and make sure to omit the nickname.)
NOTE: THIS WILL DEMOTE/PROMOTE THAT SOLDIER TO SQUADDIE
ClassName can be:
Rookie
Ranger
Sharpshooter
Grenadier
Specialist
PsiOperative
Hudson Savage Jan 28, 2018 @ 4:46am 
Can confirm from my campaign, that adding in these supliments mid campaign, will only grant the extra specialisations to soldiers that get their 1st promotion, after the supliment is added. Soldiers that received their 1st promotion before this will not.

Don't know if there is any possible work around to this, by using console or not.
Azure Jan 28, 2018 @ 1:19am 
Nevermind, Someone forgot to actually Subscribe to this mod...
ReinstenRosette🤍 Jan 27, 2018 @ 7:56pm 
It works on existing playthroughs, but I don't believe old soldiers will have it.
Simplicity Jan 27, 2018 @ 6:48pm 
Does adding this in require a new campaign or can it be added to an existing playthrough with the RPG overhaul on?
Azure Jan 27, 2018 @ 6:42pm 
Awesome, i tried to run it and the RPG but not having the extra AP made it sad so Thanks for intergrating one of the best Modded Classes.
ReinstenRosette🤍 Jan 27, 2018 @ 3:38pm 
Hey Musashi, I am loving all of this but I can't quite figure out how to do these myself. Could you put up a tutorial or perhaps DM me?
Musashi  [author] Jan 27, 2018 @ 2:14pm 
https://imgflip.com/i/23h2u6
Sorry 😂 no plans atm but maybe other modders will jump in and do it. I will add my own classes first and then I have some other projects in the pipeline.
CommanderShepard153 Jan 27, 2018 @ 1:46pm 
@Musashi Awsome work Musashi, any plans to add out of mod classes like the Necromanfer?
Julian Skies Jan 27, 2018 @ 12:15pm 
Musashi you're making me start a new game just to play with those
Lux Manifestus Jan 27, 2018 @ 11:33am 
oh yeah
☠Мрачный Типϟ Jan 27, 2018 @ 11:12am 
:xcom2specialist:nice):xcom2specialist:
Insufferable Smartypants Jan 27, 2018 @ 11:09am 
One of my favorite classes!