XCOM 2
[WOTC] Psionics Ex Machina 3.4
 This topic has been pinned, so it's probably important
RustyDios  [developer] Sep 8, 2020 @ 7:06am
Mod Compatibility List
Incompatible with mods reliant on the PsiLab, as this mod disables it by default.
This can be changed in the config XComPsionicsExMachina.ini, this option allows you to keep the vanilla lab and vanilla Psi-Ops. There will be some overlap with GEMs-slotted Psi Amps and class abilities. Vanilla Psi-Ops cannot train in the new facility, user caution is advised if enabling this option.

Incompatible with Utility Slot Sidearms and Utility Slot Sidearms Extended - it doesn't 'break' but the utility slot amps have some weird interactions, may or may not gain slots and can't accept the GEMs, user caution is advised if using these mods.

Number of slots given might have some odd interactions with Shiremct's Weapon Overhaul and Configure Upgrade Slots. I would advise checking on these mods files to ensure everything is the same.

ALL the following are optional mods that ADD to the experience

PERK PACKS FOR GEMS AND PCS
If loot is rolled for a pack you don't have it is instead converted to MELD!

ITEM MODS
  • Dedicated Pistol Slot - Provides an additional 'Sidearm' tertiary slot which this mod allows Psi Amps to be equipped in. Currently Vanilla Classes, RPGO, Proficiency Classes and MrCloistas class pack are supported natively.
  • Cut Content Psionics - PexM PCS have much higher Stats and a free ability. Thankfully this mods stats are config editable. I suggest a change to 42/69/111 for the three tiers of PCS and 20/30 for the Amp/Whip.
  • EU Psi Armor - Should be fine although the bonus is a little low imo. May have issues with a users Will stat. See the mod discussions.
  • Chosen Reward Variety - Warlock Psi Amp gets a bonus slot than the beam tier amps.
  • PZ Psionic Melee - Full Support for Slots, classes and breakthroughs, psi anims, gets normal slot allowance and 'Rend'
  • No More Psi Amps - Full Support for Slots, classes and breakthroughs, psi anims
  • Psionic Implants - Pretty much designed with Psioncs Ex Machina in mind, as an alternative to the above
  • GEM Implanted Gauntlets - Is a dedicated plugin for allowing Templar Gauntlets to use GEMs
  • Caster Gauntlets - Behave the same way as Shard Gauntlets. See plugin above.
  • One Handed Psi Jacks - Behave like Gauntlets too
  • The Warlocks Crown - Has built-in compatibility measures
  • Ashlynne_Lee's ADVENT Warlock - Psi Graded 'primary gun' units can use the PsionicReaper Rifle
  • Armoured Vipers - Psi Graded 'primary gun' units can use the the PsiVorpal Gatling Rifle from this mod.

CLASS MODS
  • Playable Aliens - Sectoid Amps have -1 slot/tier and no starting perk
  • Biotic Class - Biotic Amps have -1 slot/tier and no starting perk. Biotics do not have Will Use per cast.
  • AAs Psionics Class and Rusty Psionics Class - Should work fine with the same 'issues' highlighted for vanilla Psi-Ops above. There will be some overlap with GEMs-slotted Psi Amps and class abilities. Do not have Will Use per cast.
  • Necromancer Class - Staves are supported weapons for GEMs at a -2 rate to psi amps, with no free perk. Necromancers can already use psi-amps in their secondary. Do not have Will Use per cast.
  • UseMyClass WILL force Psi-Operative designated pool reward soldiers into the Psi-Operative class, but with the vanilla lab disabled you won't be able to improve them! Check your pool soldiers classes and do not choose this option ...
Support is added for most of Shiremct's Proficiency Classes, MrCloistas CWCRv2, ABB:TLE Classes, LWotC Classes and RPGO. MEC Troopers and Buildable Units cannot be psi-graded. Any further classes and packs can be added to the config files: XComClassData.ini and XComPistolSlot following the numerous examples.

OTHER MODS
As there are no 'real' Psi-Operatives there is no-one to access the Psi-poses. This could be fixed by allowing all classes to access the poses, but ultimately this is not something we felt this mod should 'do'. Adding the following to an XComContent.ini will unlock the poses;
[XComGame.X2PhotoboothHelpers] +PhotoboothSoldierClassFilters=(SoldierClass="xxCLASSTEMPLATENAMExx", ClassFilter=ePAFT_PsiOperative)
where 'xxCLASSTEMPLATENAMExx' is changed to the classes you wish to enable, one new line per class.
  • Covert Infiltration Works fine in this environment
  • Cross Weapon Training No conflicts
  • DerBK's Will as Mana Also works fine, if you really want to double up on Will Costs!
  • LW2 SoulSteal Animation Fix HIGHLY recommended if you use any of the LW classes, perks or LWOTC
  • PsiOverhaulV3 by Kyuubicle We have done everything we can to make this mod compatible, you will get a 6th slot in the PexM chamber to upgrade your Latent Gifted Soldiers. Saying you can get some, which currently requires a console command ForcePsiGiftReroll. Waiting on a fix/update that must come from PsiOv3's end for auto-gift rolling to recognise the NEW lab. As of the 30th April 2023 update, PsiOvV3 will now correctly recognise the PexM Lab as a valid psi lab to roll "the Gift" for units.

LONG WAR OF THE CHOSEN
Unfortunately I cannot add support for LWOTC's integrated pistol slot, but there is now a method for LWotC to use the standalone Dedicated Pistol Slot;
Edit the LWotC config file XComLW_Overhaul.ini at line 2028
[LW_Overhaul.CHItemSlot_PistolSlot_LW] ; Uncomment this to disable the pistol slot added by LWOTC. This should allow ; other mods like Dedicated Pistol Slot to work as is. ;DISABLE_LW_PISTOL_SLOT=true
Remove the ; from ;DISABLE_LW_PISTOL_SLOT=true then it works fine.

... and also a manual edit is required to another one of the LWotC configs;

Go to the LWotC config files and open the XComGameData.ini .. find the part that deals with the StatBoostTable and add the following to the bottom of the list;
+StatBoostTable=(PowerLevel=-1, StatType=eStat_Will, MinBoost=1, MaxBoost=11) +StatBoostTable=(PowerLevel=-1, StatType=eStat_PsiOffense, MinBoost=42, MaxBoost=69)
This should restore the PexM PCS' to having their random boosts again.
Last edited by RustyDios; Apr 30, 2023 @ 11:40am
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Showing 1-15 of 50 comments
TeslaRage  [developer] Sep 9, 2020 @ 9:34pm 
Hey @MrCloista @RustyDios,

So, I haven't tried this mod because I am in the middle of a campaign - but will definitely try it in my next Legend campaign. I have also not tried this mod's v2.0; but based on my understanding of reading the mod's description (and reading up other mods' description too), I intend to run the following Psionic mods, please let me know if it will be a problem.

1) This mod - including all the perk packs listed
2) Advent Avenger's Psionic Class (I have used this mod on multiple campaign runs so I am familiar with it)
3) Rusty's Psionic Implants
4) Dedicated pistol slot (never tried this before tho, so... )
5) Shire's Proficiency Class Pack - with Reaper and Skirmisher Plugins, and Empowered Templar (so good!)
6) No More Psi Amps (have not tried this before)

So my intent is as following:
1) Psionic class will benefit from Psionic Implants mod (right?)
2) Non-psionic classes will get psionic perks from Psi Underlay (from No More Psi Amps mod). Am I understanding this correctly? So I slot GEMs to Psi Underlay? Do I still need dedicated pistol slot? This is the part where I am confused.

Suggestions would be great. Thanks!
RustyDios  [developer] Sep 9, 2020 @ 9:53pm 
That all seems good. Psionic Implants and No More Psi Amps together is kind of redundant. Unless your intention is to fully remove the normal psi-amp model/visual.

You will be able to slot GEM's into the 'Psi Underlay' and 'Psionic Implant' (at one less slot) and from these two mods combined will abolish the normal psi-amp model and animations.

I personally have still been using Psionics Ex Machina with Advent Avenger's Psionic Class, it still provides a good class and I have them use GEMs for abilities not on the class tree, with the implant they can't get too many more psi abilities and there is no overlap with 'Fuse'.

Dedicated Pistol Slot, Shire's Proficiency Class Pack - with Reaper and Skirmisher Plugins, and Empowered Templar ... are all a stable part of MrCloista's setup, including his other plugins for the Proficiency Class Packs and Dedicated Pistol Slot.

~ I hope you have a fun campaign ;)
Last edited by RustyDios; Oct 23, 2020 @ 9:25am
MrCloista  [developer] Sep 9, 2020 @ 10:11pm 
Just to echo what Rusty said, if you're using that combo (very similar to.my own except I don't take the extra psion class), to get full effect, use my other plugin mods for Proficiency classes as well (pistol slot plugin, perk pack plugin, photobooth plugin), for extra fun I can also recommend rusty's alchemist class (with my empowered alchemist plugin to bring it further into line with Proficiency classes). Also, to get the most out of PexM3, use all the added perk packs as well (some are required for my plugins so you'd have them anyway). I have my own collection setup called Modpocalypse Ex Machina, which I need to update slightly, if you're interested in the full setup I tested 3.0 with.

Hope the new campaign is awesome, and we'd appreciate any feedback you have.
Last edited by MrCloista; Sep 9, 2020 @ 10:14pm
TeslaRage  [developer] Sep 10, 2020 @ 4:13am 
Thank you both! Appreciate your suggestions and will tailor modlist accordingly. Will report back once the new campaign is underway.
Restless Gamer Sep 12, 2020 @ 12:09am 
Classless XCOM : MINT seems to break this mod, the only solders that can equip the psi amp are reapers, but the psi grade 1 is on a reguler solder and he cant equip the psi amp, the with the dedicated pistol slot mod the reaper can equip it but not the solders
MrCloista  [developer] Sep 12, 2020 @ 12:56am 
That's because Classless is still technically a class (mechanically). You need to add it's class name to the xcompistolslot.ini in pexm3 and it will be able to equip the amp. There is a blank entry for you to copy/add to to make it easier. If it can't equip in secondary either you will also need to do the same to xcomclassdata.ini. Bare in mind also that classless xcom:mint is a very old mod (Ziodyne hasn't touched it since the end of 2017) with it's own built in psi overhaul which depends on the psilab which we disable by default (can be turned on again via config). Honestly if you want a classless wotc experience I would personally recommend switching to RPG Overhaul, which we do support natively.
Last edited by MrCloista; Sep 12, 2020 @ 1:10am
Restless Gamer Sep 12, 2020 @ 12:04pm 
oh cool, I'll abandon my second campain then lol, I had no idea classless was that old though
drijen Sep 30, 2020 @ 3:20pm 
This might be outside of scope at this point but I'm trying to enable the Chimera Classes with this mod.

As examples I currently have "[CC_Assault X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="psiamp")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="replace_psiamp")" per class in XcomClassData

and "+ADD_SLOT=(SOLDIER_CLASS="CC_Assault", WEAPON_CAT="replace_psiamp", ALLOW_EMPTY=true)" in XComPistolSlot just in case.

At this point I can assign amps and GEMS to them in mission prep but crash on mission start every time.

Is this just a lost cause because of other incompatibilities or issues with the framework/perk pack? Any insight anyone has would be appreciated.

drijen Sep 30, 2020 @ 3:33pm 
Ok well I was missing the complementary +ADD_SLOT=(SOLDIER_CLASS="CC_Assault", WEAPON_CAT="psiamp", ALLOW_EMPTY=true) in XComPistolSlot just in case anyone else encounters the same problem,

After adding those line per class the mission is now loading and a Chimera Class unit with a psi-amp+GEMS is showing the additional skills as expected.

FANTASTIC.
RustyDios  [developer] Sep 30, 2020 @ 3:38pm 
I don't use the Chimera Classes or Chimera Perk Pack as most of the perks were originally stolen from other packs without permission (asked or granted)...
.... however, putting that aside....
... all you should need to do to enable Chimera Classes is exactly what you have done above ??? So I'm baffled as to why this is not working, and have no idea why it would crash on mission start. Please feel free to contact me through the XCOM2 modders discord with an AML profile modlist and the launch.log file and I'll investigate further.

~ Sorry I can't be of more assistance.

EDIT :: Glad to see you got your issue resolved whilst I was typing my response :)
Last edited by RustyDios; Sep 30, 2020 @ 3:40pm
Thane_Ragnar Apr 3, 2021 @ 5:57am 
I guess due to the requirement of the "Abilites to Slot Reassignment" I would need to do some heavy editing if I wanted to use your Mod with the Proficiency Class Pack? Out of the Box weird stuff happens, i.E. duplicate AbilityNames.

From my limited understanding this happens because AtsR uses Vanilla AblityNames and the Class Pack has all custom ones.
Last edited by Thane_Ragnar; Apr 3, 2021 @ 6:11am
RustyDios  [developer] Apr 3, 2021 @ 8:18am 
It shouldn't matter for the AtSR configs, they just match the given ability on the soldier to the weapon that should be using it.

If the soldier doesn't have that ability, then AtSR would do nothing for it.
Thane_Ragnar Apr 3, 2021 @ 9:17am 
As an example, whenever I equip a Sword on a Soldier which already can use the Sword I get the AbilityName=SwordSlice from AtSR and AbilityName=WOTC_APA_SwordSlice from the Class Pack and both are shown In Game.

What I did now is that I put an ; in front of the Line in the AtSR Config and duplicated the original line and replaced SwordSlice with WOTC_APA_SwordSlice and crossed my fingers that it didn't break anything else.

I was just unsure with the myriad of AbilityNames toward the bottom of the config file. But when they don't do anything in this case all should be good now. Thank you.
RustyDios  [developer] Apr 3, 2021 @ 10:41am 
Sword Slice would have been a special case, because in the AtSR it has SwordSlice as a 'mandatory' ability for 'swords'. This means that if your character has the weapon type but -doesn't- have the ability from any other source then AtSR will add it to make the sword not 'useless' :)

((I think PistolStandardShot and LaunchGrenade are the only other 'mandatory' abilities in the default AtSR config))

Hope that helps you understand what is going on with that mod :)
Vanilla Autismotron Jun 19, 2021 @ 11:41pm 
Is it possible for this mod to work with psionics overhaul v3 if I re-enable the psi labs?
Could be interesting having natural psions along side the option of ex machina ops in exchange for their secondary weapon
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