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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!
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 ;)
Hope the new campaign is awesome, and we'd appreciate any feedback you have.
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.
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.
.... 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 :)
From my limited understanding this happens because AtsR uses Vanilla AblityNames and the Class Pack has all custom ones.
If the soldier doesn't have that ability, then AtSR would do nothing for it.
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.
((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 :)
Could be interesting having natural psions along side the option of ex machina ops in exchange for their secondary weapon