XCOM 2
35 ratings
RPG Overhaul - Rising Tides Specializations
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
447.337 KB
Feb 26, 2022 @ 5:03am
Mar 2, 2022 @ 9:45am
13 Change Notes ( view )

Subscribe to download
RPG Overhaul - Rising Tides Specializations

In 1 collection by wNb
LWOTC & RPGO Curated Mods
94 items
Description
RPG Overhaul - Rising Tides Specializations

This plugin transforms the classes from the Rising Tides mod into 9 RPGO specializations. Therefore you need the RPGO Overhaul mod and the Rising Tides class mod for this to work at all.
The specializations of this plugin mod are called GHOST.

The specializations are:

  • "GHOST Fire Support" - The GHOST Program's Fire Support Training Path transforms the GHOST Operative's firearms to become even more lethal.
  • "GHOST Infiltrator" - The GHOST Program's Infiltrator Training Path transforms GHOST Operatives into undetectable agents who strike from the shadows.
  • "GHOST Watcher" - The GHOST Program's Watcher Training Path transforms GHOST Operatives into snipers who control the battlefield from high ground.
  • "GHOST Rampager" - The GHOST Program's Rampager Training Path transforms GHOST Operatives into master swordsmen. Uses his sword as his primary weapon.
  • "GHOST Berserker" -The GHOST Program's Berserker Training Path transforms GHOST Operatives into berserkers who wreak havoc on the battlefield.
  • "GHOST Operator"- The Operator Training Path transforms GHOST Operatives into skilled swordsmen who strike from the shadows.
  • "GHOST Clairvoyant"- The GHOST Program's Clairvoyant Training Path enhances the psionic abilities of GHOST Operatives by teaching them psionic healing and support skills.
  • "GHOST Gatherer"- The GHOST Program's Clairvoyant Training Path enhances the psionic capabilities of GHOST Operatives by teaching them psionic capabilities for reconnaissance.
  • "GHOST Telepath"- The GHOST Program's Clairvoyant Training Path enhances the psionic capabilities of GHOST Operatives by teaching them psionic capabilities for battlefield destruction and enemy obliteration.

General Information And Balance

The classes from the Rising Tides mod are extremly strong by design. This is why I introduced a mechanic similar to the RPGO Plugin of the Jedi class.
In order to gain access to any Rising Tides specializations (the GHOST-specializations) you NEED to have squaddie perk "Gifted by the Tide" on your soldier.
You CANNOT pick the GHOST-specializations without the perk.
You will get it randomly as one of you squaddie abilities or if you play with the Second Wave Option "Origins" you can choose it as a starting ability.
This mechanic will greatly limit the availability of the specializations in your campaign and thus attempts to balance the GHOST-specializations if you play with random origins.

Additional Squaddie Abilities

Depending on the specializations you choose you will get the following additional squaddie abilities that are required for most of the specializations to work properly.

  • "Scoped And Dropped" - for marksman specializations
  • "Bump In The Night" - for berserker specializations
  • "Berserker Knife Attack" - for berserker specializations
  • "Over The Shoulder" - for gatherer specializations

How is this different from the plugin by AsariSpectre?

The plugin mod by AsariSpectre has not been updated for a few years now. It was made at a time when the RPGO mod and its structure was different from todays version. Therefore it has the a few issues (mainly missing abilities that broke the specializations) that I wanted to resolve with my mod.


Issues and Compatibility

I am still in progress of testing the plugin and the abilities of the specializations. If you encounter any issues feel free to comment down below about the issue and maybe I can fix it.
The mod should be compatible with LWOTC as well (I am running a LWOTC with RPGO campaign at the moment with this plugin).

Thanks and Credits

Musashi for his incredible RPG Overhaul Mod
Aleosiss for the amazing Rising Tides classes
Popular Discussions View All (1)
0
Jan 12, 2024 @ 7:11am
Fix for duplicate abilities
LitShadow
35 Comments
igor140 Jul 14, 2024 @ 3:48pm 
alright, for anyone interested, this mod is the epitome of OP cheat mod. I used only one RPGO spec for this (combined with a couple others that i've used for years).

as a SQUADDIE, this mod adds a 100% guaranteed Mind Control and an 100% instant death ability. No randomness, no Psi Amp requirement, just 100% success on mind control or instant death.

the next ability i got from the Operator tree gives an ability that deals 12-18 damage with a melee weapon... but it did NOT seem to take my equipped melee weapon into consideration, so I think it would "work" even if you didn't have one equipped. Regardless, that's enough damage to one-shot many endgame enemies... gained within the first 20 minutes.

The "become invisible with melee kill" (the main reason I downloaded this mod) only works with the abilities from this mod.

This seems like a "neat" gimmick mod if you want a single godlike character to solo the whole game... but this isn't what I was looking for.
igor140 Jul 13, 2024 @ 9:47pm 
Sorry for the double post, but more problematic is that I don't know what weapons each specialization is supposed to use.

Most of them seem to add a ranged weapon and melee weapons and psi-amps... does that mean that the "active sounding" abilities use the primary weapon slot, and use either ranged or melee weapons, depending on what is appropriate to the skill? Or is the melee weapon expected to be in the secondary slot? If so, where does the psi-amp go?
igor140 Jul 13, 2024 @ 9:44pm 
So I've downloaded this, and I'd really like to try it out... but I have no idea what this class does.

I guess I can spend the next 5 hours testing all of this stuff out... but it would be really helpful just to get a description I could read through in 5 minutes.
Kai Jul 13, 2024 @ 11:17am 
im planning to switch from asarispectre to this one, because i have an issue with meld draining will. does meld work properly on this one?
小灰狼 Feb 6, 2024 @ 5:33am 
@LitShadow Just tested, if a person takes gift by tide, and then just randomly upgrades to a soldier, then retrains him, he can get the ghost abilities as usual. However, if a soldier does not take the gift before retraining, then taking the perk will not 'proc' the ghost abilities. I don't know anything about coding, but my guess is sth after retraining blocks the perk to 'proc' those abilities in the screen. As the gift by the tide works different than some similar stuff like super soldiers.

The super soldiers also require some perks to choose that ability, but everyone even without the perk is able to see those abilities, just not able to choose them because those abilities said 'require blahblah perk'. The gift is unable to see if the perk isn't taken, I guess this makes this issue.
小灰狼 Feb 6, 2024 @ 4:52am 
@LitShadow Hello your method totally works! I've found another issue but I'm not sure if it relates to your way of modifying the mod. When I retrain a soldier that does not have gift by the tide before, after retraining , I take the perk gift by the tide, but the abilities doesn't show up despite having the perk. Have you happened to have this as well?

I still haven't tried if taking gifted by the tide first, then retraining it, then retaking the perk again will work. Just an issue found accidentally when I retrain soldiers.
LitShadow Jan 12, 2024 @ 7:11am 
@skyiver @小灰狼 I have the same problem with duplicate abilities and have found a temporary solution. First let me explain the problem, the problem isn't this mod it's the original mod that has made it so these 3 abilities (1.Scoped And Dropped 2. Bump In The Night or Berserker Knife Attack 3.Over The Shoulder) add the mind wrack, mind control, ect. I tried very hard to find the configuration for this and failed, and as I am not a mod author I cannot do anything but maybe the author of this mod @wNb can make it so we get the abilities via the perk "Gifted by the Tide" and remove them from the abilities mentioned above.

Now as to the temporary fix, what I did was go to THIS mod's configuration and change some things in the .ini which I will post in a discussion for this mod.
Minister of Rem Worship™ Aug 2, 2023 @ 12:58pm 
@小灰狼 I've been having the same problem with duplicate abilities. I have the Rising Tides: The Program mod on as well so I think they might be overlapping somehow and showing two of the same? I've been trying to find a way to change it in the .ini's but I haven't managed to...
小灰狼 May 26, 2023 @ 6:34am 
@wNb I have found something, not exactly a bug? When I got teek from a tree, It counts as multiple trees, when in battle, the person has duplicate overlap abilities. For example, triple mind control, triple meld and leave meld, which does exactly the same thing. Also, in the bottom left corner, it has triple program ghost veteran and its description. Could this be a problem that could be fixed?
kuba123654 May 15, 2023 @ 1:04pm 
I can't figure out what caused this, but my sniper lost primary weapon shot ability