XCOM 2
Amalgamation Classes WOTC
424 Comments
Soul Mar 23 @ 10:11am 
Also,you can check with amalgamation console helper how many time each spec can be into a combo set to see how rare they are,some can be in 200 of them,some in 30 cause they require specific specs setups
EvilBob22 Mar 23 @ 10:06am 
The NumInForcedDeck stuff is only if you are using non-Amalgamation classes and Amalgamation classes together. If so, you'd increase the number for the non-Amalgamaion classes to have more than 1 possible to show up.

Technical reason:
Base game, the 4 base classes each have NumInForcedDeck = 1, so you must get one copy of each (all of the forced deck) before it opens the promotions up to randomly pick from any class. But, it also controls which classes you can promote rookies to in the GTS: they don't show up if NumInForcedDeck = 0 (like base game PsiOps).

Amalgamation builds classes out of all of the possible spec combos (minus a bunch marked incompatible). In order to allow rookies to be promoted to these classes in the GTS, all of them are set to NumInForcedDeck = 1. So, if you had a soldier become a mod-added class, you'd have to see every possible combination of Amalgamation specs before you'd see a 2nd of that mod-added class.
Stukov81-T.TV Mar 23 @ 8:58am 
this is an issue that sometimes arises with Choose my Class, and nothing in Amalgamation can change that. I had that issue in 1 out of around 100 campaigns, other people have had it more often though. If you don't use CMC and let Amalgamtion do its stuff this will not happen, of course that means you ahve no control what you get
Blazing Camel Gaming Mar 23 @ 7:19am 
I'm using Choose My Class set to 5 options to pick from, but I am not getting very much class variety. I have most of the amalgamation classes available from the workshop and some of them I rarely ever see (or perhaps never at all).

I see there is a section in the description about the NumInForcedDeck variable, but I don't understand it. Is it saying that I need to go to each amalgamation class config file, find the NumInForcedDeck variable, and then increase it? I searched a few class config files and do not see that variable anywhere.

I went into the Amalgamation mod config file (2428993550) and I see the NumInForcedDeck variable. Is that the variable that accounts for all plug-in classes, or just the ones created by this mod? If it is the former, what would be a sensible value to use instead of 1, considering I have most of the plug-in classes installed?
Ba'el Mar 23 @ 6:35am 
Does anybody have like an overview list what all of the specs do? Because I find it very hard to view it in game and I dont want to promote and reload to view them
Soul Mar 21 @ 10:44pm 
I can say the ones I installed so far are like : brigand/fusiller/ravager/dragoon/harbringer/undead/maverick/psion/firebug/adversary/veil walk.

And checking them none seem to touch the sawoff clipsize or anything related to it,and checking all my mods I only have the LW2 mod touching the clip size and its set to 2,so I'm confused as hell.
Boisegangpc Mar 21 @ 10:08pm 
@Soul I believe that might be an issue with one of the sub-mods. I'm not entirely sure which one. You may need to just try enabling and disabling the additional specs one-by-one in the mod launcher.
Soul Mar 21 @ 8:24pm 
When I have this mod enabled the sawedoff shotgun get 99 shots,anyone got that too?
blubertater Mar 14 @ 3:04pm 
thank you! seems to work just fine :cool_seagull:
XpanD Mar 14 @ 3:02am 
You can exclude a spec from appearing with itself, that effectively disables it. (set both the A and B values to the same template name)
blubertater Mar 14 @ 2:32am 
is there a config option to disable a spec alltogether? like disable shadow from appearing at all
i saw the IncompatibleSpecs area in the configs but it seems to be for specific exclusions
i installed like 4 extra specs and am going cross-eyed trying to find every spec name to incompatible with lol
great mod, really spiced up a recent playthrough :) :cozybethesda:
Stukov81-T.TV Feb 17 @ 9:22pm 
Don't click promote unit from the after mission screen
xDreadbloodx Feb 17 @ 2:54pm 
i keep getting the base classes as an option for rookies, does anyone know how to stop this, im also running WOTC Shadow Ops perk pack for some of the mods that add more amalgamation classes.
Boisegangpc Jan 20 @ 12:33am 
@XpanD I've been using Xylth's GTS to mitigate the issue, which seems to work on my end, even with 50-60 potential options. There's a small stutter but it's workable.
Samuel_200599 Jan 19 @ 2:08pm 
Hi! I'm having a problem recently with some Amalgamation mods, I have others installed and the game runs normally, but with some mods that needs the Modpocalypse Perks. The game crashes after I complete the first mission and level up my soldiers on Armory and try to go back on Avenger's Menu or any other menu on the airship (srry for the bad english, I'm not a natural speaker)
XpanD Jan 19 @ 6:05am 
To get those, enable the AllowAWC setting in Amalgamation's "XComAmalgamation.ini" config. (the main one, not the ones under the spec type folders)

Note that they won't appear on already-rolled soldiers, you'd have to rebuild them through the console to make them pop up there. (which will reroll tree perks and random stat gains too!)
Mioraka Jan 19 @ 6:02am 
I saw in Odd's season 9 that he had some soldiers with fourth row with some random perks for some soldiers with amalgamation. Does anyone know how to enable that?
XpanD Jan 17 @ 8:25am 
Unfortunate. Saw that mentioned before, but I don't use GTS promotions myself. Any non-console options that do work for large class amounts?
Stukov81-T.TV Jan 17 @ 8:09am 
Xylth's GTS does not work
XpanD Jan 17 @ 2:09am 
Yup, known issue, the GTS chokes beyond a certain number of classes. (and Amalgamation generates a ton!)

Installing Xylth's GTS /may/ work. I think that also has a limit, but it might stretch it upwards enough to work. You can also use my Console Helper mod to force a spec combination, along with a house rule to wait X days or the like. Not optimal, but the Helper is built to handle crazy class counts.
Boisegangpc Jan 16 @ 10:00pm 
My game crashes when I try to use the GTS, it seems to be once I hit a certain threshold of specs and combinations. Rookie field promotions are fine with Choose My Class, it's just the GTS getting an aneurysm and dying when I try to slot a roookie in.
MrGenton Jan 12 @ 10:16am 
Has anyone tried this mod with LWOTC?
XpanD Dec 26, 2024 @ 2:55am 
You can also use my Console Helper mod to force specific combinations, or roll a random set with one or more preferences locked in. Bit cheaty, but works well for characters that need specific themes.
Stukov81-T.TV Dec 25, 2024 @ 10:59pm 
one thing you can do is setting a specific class in the character pool and use the choose my class mod with the setting that one of the classes is always the one you set in the pool if available
UmbraStar Dec 25, 2024 @ 9:05pm 
Seen amalgamation around for a long time, stuck with RPGO because I enjoy having thematic characters for my friends based around specific perks interacting. Is there a way to increase the number of specializations they generate with? And is there a way to select which specializations you get?

For example, if I wanted a character that was pistol based, and wanted 2-3 pistol related specializations, is there a way to force that? It looks amazing, and looks to be far more stable than RPGO, but just not sure about exactly how it works or how it would fit into the campaign idea I have. Its overwhelming for me with all the add on packs for amalgamation.
Stukov81-T.TV Dec 19, 2024 @ 2:32am 
I think you can just do it once for all. There should be a config for that
EvilBob22 Dec 18, 2024 @ 10:36pm 
You're welcome! I had the same problem :)
Abyssionknight Dec 18, 2024 @ 10:34pm 
Ah I am using that! You just saved me a lot of time sifting through mods. Thanks a lot!
EvilBob22 Dec 18, 2024 @ 10:26pm 
Are you using Rusty's Armour Category Tweaks? If so, you need to add them in to Amalgamation as allowed armor types.

So do either stuff like allow light armor (spider/wraith) for all soldiers in XComAmalgamation.ini:
+AllClassAllowedArmors="soldier_Light"

or add them to only certain classes, probably based on primary specs:
+ExtraAllowedArmors=(SpecName="Shadow", ArmorType="soldier_Light")

Then, do the same for the rest of the primary specs and other armor types (or drop Rusty's Armour Category Tweaks).
Abyssionknight Dec 18, 2024 @ 9:53pm 
Just curious, but does amalgamation effect your ability to use things like spider suit and exo suit? Having an issue currently where only hero units can use them, since they're the only units not being tweaked by amalgamation, I have to at least ask, though i'm sure it's some other mod causing problems.
h4ilst0rm  [author] Dec 17, 2024 @ 11:45pm 
You are not supposed to have the same skill in multiple places in the skill tree. The scout spec is added by some other mod.
Sqwertl Dec 17, 2024 @ 11:05pm 
Pretty sure this is unintended. When my soldier promoted, with one new option being identical to one skill it already had, the new skill was automatically selected and used up the soldier's promotion.
Specifically, I have a soldier that is an Infantry - gunslinger - scout. The soldier's corporal scout promotion was quick draw which I chose and it's sergeant gunslinger perk was quick draw which was selected without any other input when I clicked on the promote soldier button after a mission. The other skills of the same rank now cost AP
Hillhome Dec 2, 2024 @ 9:21pm 
Thank you EvilBob for that! I found it. It does fairly say that the abilities might just be broke which... that's fair! It also might be ridiculously strong to get some of them too I'm sure.
EvilBob22 Dec 2, 2024 @ 5:12pm 
@Hillhome Yep, it's off by default, but there is a setting if you want to turn them back on. Look in XComAmalgamation.ini for "AllowAWC = false" and change it to true (it's pretty close to the beginning of the file).
Hillhome Dec 2, 2024 @ 4:37pm 
Does Amalgamation as a mod disable the "XCOM" row of soldiers abilities? They are present for the special classes (Reaper, Skirmisher, Templar) but not for any of the "normal" soldiers. Just curious!
h4ilst0rm  [author] Nov 8, 2024 @ 5:41am 
sounds like an issue in the Akimbo spec mod. primary pistols are outside the scope of this mod
xiaotang Nov 7, 2024 @ 11:11pm 
I get a akimbo primary spec and gunslinger secondary spec, they seem have the same first Ability PistolStandardShot,but ApplyToWeaponSlot is different.Now just one pistol can produce damages.But if just a pistol primary and no pistol secondary spec it will work.
Stukov81-T.TV Oct 31, 2024 @ 11:06pm 
you should write that in the plugin mod. but it is the signature skill of the comissar so i doubt the mod creator would change it
chris_lee_bear Oct 31, 2024 @ 3:10pm 
Commissar class base skill is really weird. Rrolled an ability that gives a buff to pistol shots aimed at mindcontrolled allies (!). Why would I want to shoot my ally? Please change this.
Mors Avis Oct 30, 2024 @ 8:13am 
@h4ilst0rm - Thanks for the info! It turns out the problem was being caused by a mod called Stukovs Amalgamation Exclusions. This mod has hundreds of +AbilityRestrictions() calls, with many affecting WeaponCat="psiamp".

To fix, all I had to do was add an additional restriction for each "psiamp" restriction, one that sets the inventory slot to InvSlot=eInvSlot_Psiamp (which is what Foxcom uses). This, in turn, allows your Amalgamation mod to recognize the restriction/pairing as valid.

Thanks again!

(Example, for anyone who has the same issue: +AbilityRestrictions=(AbilityName="Stasis", WeaponCat="psiamp", InvSlot=eInvSlot_Psiamp)
h4ilst0rm  [author] Oct 29, 2024 @ 11:57pm 
some addon spec mod you have adds restrictions to those psi skills so amalg is getting rid of them as they do not match. solution is to get rid of that spec mod / remove the restriction config there
Mors Avis Oct 29, 2024 @ 6:27pm 
Would anyone know why I can't get Foxcom Psionics to work with Amalgamation? Most psionic abilities seem to work, but certain abilities seem to get overridden by Amalgamation's ability to slot reassignment routines, and I'm not sure why.

For example, Stasis and Sustain keep showing errors about eInvSlot_Pistol:

Amalgamation DLCINFO INFO: No weapon template in eInvSlot_Pistol Stasis
Amalgamation DLCINFO INFO: No weapon template in eInvSlot_Pistol Sustain

But other psi abilities, like Soulfire and StasisShield get patched correctly:

FinalizeUnitAbilitiesForInit [Helen, None, 462] Patching Soulfire to eInvSlot_PsiAmp
FinalizeUnitAbilitiesForInit [Helen, None, 462] Patching StasisShield to eInvSlot_PsiAmp

The end result is that, even though a soldier has Stasis and Sustain, whenever the tactical map loads, these abilities aren't there. Stasis is not on the button ability bar and neither show up in the F1 detail screen.
Mr.Nuke Oct 27, 2024 @ 3:43am 
This mod prompted me to unsub from "disable any class (WOTC)" . Is that OK?
Cause I never really used it anyway. I prefer disabling classes via config
Mr.Nuke Oct 27, 2024 @ 3:38am 
Also I highly suggest Xylth's GTS or Amalgam Promotion Assistant w/ "Choose my class" as you will otherwise definitely crash GTS with all of the added amalgam specs created by this mod alone.
Mr.Nuke Oct 27, 2024 @ 3:35am 
It seems to be. But be careful adding too many specs. I went crazy and now my game take 18 hours to load. With a selective trim set of amalgam specs you will fall in love. You can get carried away with the sheer amount of add'l specs but they've caused a glacial load time in my LWOTC most likely due to clashing with another mod that obsfucates OTPC or something. I had a blast when sticking to Base amalgam + Drumax Spec packs + Supersoldiers+ Proficiency powered specs only. As I replaced many RPGO specs with amalgam versions my load time ballooned like crazy. I'm still testing to find the leanest combo of amalgam specs for MY LWOTC modlist. As some of them effectively "Eat" older versions of the class it is inspired by and creates duplicated config script which may be a culprit to my issue. Keep it lean and you should be good famm. I'm sure you'll have better luck than I. Enjoy!
RhodeXLX Oct 23, 2024 @ 7:45pm 
Is this mod compatible with LWOTC?
h4ilst0rm  [author] Oct 22, 2024 @ 1:12am 
One thing you can try is to narrow it down is to disable everything but amalgamation. Then add things back slowly and check in between when the issue re-appears.
h4ilst0rm  [author] Oct 22, 2024 @ 1:11am 
Main menu is a "campaign" so yeah any first time install code runs multiple times each start. "InstallNewCampaign" being a specific spot in code where mods can do things for fresh campaigns. Best guess is what EvilBob said some other mod choking while doing whatever it does after amalgamation has ballooned the class amount.
Mr.Nuke Oct 22, 2024 @ 1:07am 
Nope, This is before the game even opens up. It randomly generates a campaign twice but this part takes 4-6 hours each twice before the game starts. Making the game take 12 hours to possibly load.
EvilBob22 Oct 21, 2024 @ 6:27pm 
Actually, this is when going to gatecrasher isn't it? I'd start by looking at any mods that might affect that, especially if it also affects classes. Are you using Starting Soldiers? No idea if that would cause problems, but it does affect both classes and gatecrasher.