XCOM 2
Mitzruti's Perk Pack
547 Comments
Flameducky May 1 @ 10:36am 
i'm also having crashes now that i updated
Highwayman300 Apr 30 @ 6:23pm 
Game won't load on startup after the latest update (AML logs it as a crash), is there a way to rollback to a previous version?
Vex Lawson Apr 26 @ 3:15pm 
That's odd, I have been going through this issue for a while and I keep reinstalling everything and even when I am using the minimum of the 26 mods that are shown as a requirement for both LWOTC and Long War of the Chosen MOD Collection by Tiaz, it will never startup, showing the same effect as everyone else says, no CPU usage, stuck at about 1,700MBs of Memory. However, if I disable this mod, it starts fine or if I leave this mod enabled and disable the other, it will start fine too. I don't understand it :/
Mitzruti  [author] Apr 26 @ 12:46pm 
@Vex Lawson
Added that mod to my usual bunch and, while it took noticeably longer, it still loaded fine.
Vex Lawson Apr 25 @ 7:58pm 
This still is creating some mod combinations to freeze on startup, specifically for me it is Long War of the Chosen MOD Collection by Tiaz.
Snowmakererereoioiu Apr 21 @ 7:50am 
I was referring to a change log from a version control like github or something, but sadly the author's github profile has these mods repositories as private probably.

I spend a few hours reading the mod files, but its kinda hard to find the bug without knowing what lines changed in the update, so i could at least pinpoint the impacted parts.

If anyone happens to still have the previous version, it would be much appreciated
Kei Apr 21 @ 7:31am 
@MrSusan
I’m experiencing the same issue. The game was running fine until yesterday, but now it gets stuck in an infinite loading screen and won’t launch. The only things I updated in the meantime were one class mod and this mod.
XpanD Apr 21 @ 7:09am 
(you can also find this information in the Change Notes tab at the top of this page, fwiw)
Tijack Apr 21 @ 7:06am 
Broken for me too.


@Snowmakererereoioiu
There's a changelog with the alternative launcher. Its not the best but here's the description:

Update: 20 Apr @ 2:00pm
Spoonism, No Mercy: now require the triggering ability to have damaging effects.
ManaTeleport, ManaGrapple: now ignored by overwatch.
Mana Focus Abilities can now be created via config.
Goring Blade, Beso Toxico: now always apply 2 stacks of agony. (used to be one stack if they already had the effect)
Mass Sleep: AOE size scales with Psi Offense.
Fixed MoveSilently not being created.

Added 25 new abilities.
Snowmakererereoioiu Apr 21 @ 1:36am 
Same.

It broke compatibility with "Templar Mage and Revised Caster Gauntlets" in Christopher Odd's Season 9 collection.

I could fiddle around a hotfix, if I could see the changelog. Anyone happens to know if there is a public repository where I could check the changes?
MrSusan Apr 21 @ 1:21am 
Not 100% sure but I can no longer launch the game as of today and the only mod that received an update that I have installed is this one...anyone else having this issue?
Tacvek Apr 21 @ 1:17am 
Hey, love the mod, but would you be willing to publish the version before the 04/10 update? It broke compatibility with "Templar Mage and Revised Caster Gauntlets" in Christopher Odd's Season 9 collection.
Joker_Newbee Apr 20 @ 2:53pm 
In the description of todays update (20.04 23:00) you (the author) wrote: Mana Focus Abilities can now be created via config.
Please, can you explain what this means and how the abilities can be created via config!
ArroktheBlind Apr 13 @ 9:49pm 
@mitzruti so that means that kinesis skills are mitigated by dodge, cover, defense etc?
LonewolfX17 Apr 10 @ 10:01pm 
It works! But can you explain how to assign an ability meant for a specific secondary weapon to the corresponding item (for instance, ShimmeringBlade to a sword or FranticFire to a pistol)?
Thanks again for all your help! :)
Mitzruti  [author] Apr 4 @ 10:34pm 
@LonewolfX17
same place XComMZPerkPack.ini is.
LonewolfX17 Apr 4 @ 9:33pm 
@Mitzruti
Can you tell me where I can find XComClassData.ini ? Sorry, I'm really bad at computer stuff! xD
Mitzruti  [author] Apr 4 @ 8:37pm 
@ArroktheBlind
It's about what kind of hitcalc they use. Psychic have a Psi Offense vs Will Stat Contest (like some vanilla psi abilities). Kinesis work similarly to shooting at something, but use some fancy math to use Psi Offense instead of Aim.

@LonewolfX17
you can add pretty much any ability you want to that (although some may not work if a class with the wrong sort of gear gets them). However, they also need to appear either on some class's ability tree or in the ExtraCrossClassAbilities array in XComClassData.ini (which also controls which inventory slot the ability will be assigned to when it shows up as a cross-class skill)
LonewolfX17 Apr 4 @ 7:29pm 
Hey guys! In the first section of the XComMZPerkPack.ini , there is a list of cross-class abilities that can randomly show up on your soldiers' 3rd branch of perks. That works fine. But is there any way to add some other abilities from this perk pack into that pool? (For instance, the Blood Magic or Bullet Arts ones.)
ArroktheBlind Apr 2 @ 10:08am 
Anyone know what the difference between the 'kinesis' and 'psychic' psi skills is?
j.doherty Apr 1 @ 3:54am 
i added this to my new campeign with all the rpgo mods i usually use and after i complete the first mission theres no locations (like templar hq, or regions) just the map the starting hq and missions
RakkoHug~<3 Mar 10 @ 3:44am 
"Chasing Fire" seems to be working, Thank you very much :)
XpanD Mar 5 @ 3:48am 
That message is from my Abilities and Assets mod, though that just prints a list and should be harmless. Pretty sure the underlying issue there is fixed now, too. May be worth attaching a full log in the XCOM 2 Modding Discord, we can look more closely there.
tangqikong Mar 4 @ 7:51pm 
Can you ask me what this journal means? If Mitzruti's Perk Pack MOD is enabled, the game will not start, and the following sentence will appear in the game log:
ScriptLog: XAaA debug | (ignore the above, trying to track an issue where our mod kills Mitzruti's Perk Pack on some setups)

Did it conflict with a MOD?
However, there was no issue before the February update.
RakkoHug~<3 Mar 4 @ 6:15am 
BUG: It seems that "Chasing Fire" ability is no longer functional ever since the last update.
Not sure about its sister abilities "Pincer Movement" and "No Mercy" at the moment.
Ironmonk Mar 1 @ 5:49pm 
I was thinking about creating a Mandalorian class and it got me thinking if would be possible to add a Specialty Slot for Jet packs (from Iridar) or are the Jet Packs classified as Vests?
[GFYA]Xen Feb 24 @ 1:44am 
May want to check MZHellIvy to make sure its damage values are functioning correctly. Attempted to use on a class I'm building and get no damage values but aim/crit values function on it. Can even crit for no damage and still apply the root.
vinistrifezza Jan 27 @ 6:23am 
Hey master, I have a question
I saw in the mods list that there are mods for use with melee weapons, however, these mods do not appear in the Trainingcenter pool... is there a limitation or something similar that I don't understand?
Dragon32 Jan 10 @ 7:56am 
Oh well
Joker_Newbee Jan 10 @ 6:00am 
The text in the Perk List section of the Discussion is the same as the readme.txt! So there are no additional information. So i will give you an example. The perks in the Bullet Arts section can be defined in two ways: A) Have to eqiup a special ammo round to use this perk, the perk will extend the effct; B) The perk give the shooter "virtual special rounds" which lead to effects (like burning).
So in this case, it is very important to know if there is a requirement or not.
Also a perk which give bonus aim can be an active perk or a passive perk. In some cases the passive nature of the perk is mentioned, but it is not clear for every perk.
Therefore i hope there will be a detailed list.
Dragon32 Jan 9 @ 7:37am 
@Joker_Newbee
Did you look at the Discussion?
Joker_Newbee Jan 9 @ 3:26am 
Is there any chance for a detailed list of the perks?
The list should include informations like active or passive perk, the designated slot and if there are requirements. Sometimes the word passive is written in the readme.txt , but i think not all other perks are active. Also sometimes requirements are mentioned, but it stay not clear for me.
For a short number of perks i can prepare such a list by myself, but for this great number of perks it will be very difficult to extract the informations from the source code or trying out all the perks.
Many of the included perks seem very interesting for me. But it will be hard to use them without these detailed informations.
If the author or someone else have prepared a detailed list it will very helpful.
Avaritia Dec 28, 2024 @ 4:49pm 
Hi everyone, you may be interested in this fix for the perk 'Jolt Awake' https://steamcommunity.com/sharedfiles/filedetails/?id=3394653798
ПРОЛЕТАРИЙ Dec 24, 2024 @ 3:17am 
Hi. Can you copy the default ability - "Deadeye"? Because Musashis in his RPG Overhaul gave another ability the same name overwriting it
Scroller Dec 23, 2024 @ 10:01am 
Is The Business supposed to require pistol ammo? One of my RPGO soldiers has it but the icon is greyed out and I get the message "Not enough ammo".
Void Nov 19, 2024 @ 8:13am 
Hello I have a problem, the psiamp skills like boulder and fire whip apply the secondary effects like root, but dont do damage
JKingJ Nov 11, 2024 @ 4:38pm 
Hmm... Okay. I'll check my logs and see if I can figure it out if something is interfering.

Because the items show up when you click the slot, so the game definitely recognizes that they should be equipable in the specialty slots.
But when I try to equip them it auto-unequips. IDK
Mitzruti  [author] Nov 11, 2024 @ 7:24am 
@JKingJ
As far as i can tell, those all should work already?
the grenade one allows any grenade that isn't a rocket.
the heal one is just checking that the itemcat is heal, which the healbomb and restorative mist have by default.

unless something else is interfering?

@LonewolfX17
the config is present, so they should be automagically enabled if you have the GeneMod mod.
JKingJ Nov 11, 2024 @ 4:06am 
@Mitzruti is there a config edit I can make to allow the specialty slot from MZ_Slot_Medikit to accept Restorative Mist (Iridar's SPARK Arsenal) and Heal Grenade/Bomb (Ericpar's Healbomb) as well as to MZ_Slot_Grenade to accept Heal Grenade/Bomb? I couldn't find anything obvious in the configs.

Or are these hard-coded? If so, can you add them when you have time?
LonewolfX17 Nov 8, 2024 @ 9:09am 
The gene mods mentioned above sound awesome! Are they added automatically to the pool if you have the GeneMod mod, or do you have to dig around in the mod files?
Saldonas Oct 21, 2024 @ 11:56am 
Hey there! I was directed to mention this bug in the Mitzruti's Perk Pack. It applies to the Aegis Desire perk. It doesn't seem to trigger. Someone pointed out the template trigger probably has a typo in it, as it says "MZSAegisDesireTrigger".
AlShegardy92 Oct 18, 2024 @ 10:57pm 
I have an issue with MZPetrifyBlood
when the mission is completed i get excellent even though it was a flawless mission.

I see a comment by jrikacz i think its talking about the same thing. However my soldier doesnt get wounded. it just says so in the end screen but he is not injured per say, can go to next mission no problem.

Its an issue because i use the flawless missions give rewards kinda mods
CyberNeo Oct 17, 2024 @ 1:24pm 
I have a Question:
Does "MZFinalBlow - direct attacks on low hp enemys automatically crit" this Perk means with direct attacks Melee Attacks?
XpanD Oct 17, 2024 @ 1:58am 
They are, though you'd need the actual Gene Mods mod to be able to apply them as such. Some classes (and Amalgamation specializations) also use them as abilities directly.

(they're technically just abilities internally)
CyberNeo Oct 16, 2024 @ 4:29am 
This is only a Perk Pack, so the Gene Mods Perks are not actually implemented, right?
Mitzruti  [author] Oct 11, 2024 @ 7:22pm 
well, it's not the intention. just a side effect of HP debuffs that's tricky to work around.
XpanD Oct 11, 2024 @ 1:38am 
I doubt that's actually intended, likely just another case of setting HP being a confusing mess that's very easy to not get 100% right.
Stukov81-T.TV Oct 10, 2024 @ 11:59pm 
yes that's just how it is
jrikacz Sep 23, 2024 @ 6:12am 
is life shift supposed to make your life shifting soldier wounded after every mission?
Detective Hardiboild Sep 22, 2024 @ 5:24am 
Question: If I only want the genemods since I'm running RPGO, will this still work or will there be some overlap/weirdness?