XCOM 2
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Reanimation Psi Amp [WotC]
   
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29.439 MB
12 Nov, 2017 @ 4:36am
4 Aug, 2023 @ 10:13am
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Reanimation Psi Amp [WotC]

In 2 collections by [OG]CombatMedic02
CombatMedic's ADVENT Gear Collection
8 items
Favourite XCOM 2 WotC Mods
113 items
Description
Introduction

Hey guys! Finally back with a brand new mod that I've been working on in my spare time. This one took a little longer to make than my other ones but I've not made anything like this before so it's kind of understandable. Been trying out a couple of new things and there were a few challenges I had to overcome but everything seems to be working nicely now thanks to a bit of help from some friendly fellow modders. Anyway! This mod adds a new Psi Amp to your game that has the Sectiod's Psi Reanimate ability added in as part of the weapon. Raise your own undead army with this simple little standalone mod! :D

What this Mod Currently Contains:

The Reanimation Psi Amp - A powerful tool for your Psionic troopers that lets them utilise the power of those fearsome Sectiods. Raise fallen humanoids from the dead! Kill them off and raise them up to fight for you against the alien menace! The Reanimation Psi Amp gives the same Psionic stats boosts as the stock game version does but costs a little more resources to upgrade due to the implementation of the Psi Reanimate ability. It is upgradeable through all three base game tech tiers and has been balanced in a way as to not break combat too much. There is a three turn cooldown after using the ability, not sure if this should be raised to 5 but from what I have tested so far it seems to work quite nicely. There are many advantages to using this weapon as you can utilise raised Psi Zombies as cannon fodder to distract fire from living troopers, as scouts to figure out what's ahead of you or they can even inflict a small amount of melee damage to finish off targets. They certainly provide an interesting tactical element to the game in any case. Sometimes it is better to kill a target and have a 100% chance to raise them from the dead instead of risking a mind control at a low chance to hit. But yeah, different tools for different situations. Above all else its pretty fun to be able to use this ability and that is why I created this mod. :)

The Sever Link Ability - ADVENT Avenger generously lent his Sever Psionic Link ability to this mod. This is an extra ability given to Psi Zombies that lets you terminate the Psionic Link to them which returns the Zombie to a lifeless corpse once more. As Zombies cannot be extracted I needed a way to let the player kill them off so you can actually finish missions that require you to extract once you have defeated all of the enemy units on the map. I was able to find an old depreciated mod made by ADVENT Avenger and he was kind enough to let me have it and helped me upgrade it for WotC so it could be implemented to my mod. It was the perfect solution to the problem and really made this mod possible so a big thanks to him for that. :D

Zombies Don't Count Integration - PZ was very kind to let me integrate her Zombies Don't Count code into this mod meaning that killing off zombies you have created won't affect your end mission rating. This gives my mod a complete all in one way to raise the dead without consequences and I really couldn't have implemented it without her. Once again, a big thank you to PZ who helped me polish this mod to perfection. :)

Conclusion

As far as I can tell everything seems to be working as intended but a little more testing may be required. I didn’t have much time but was eager to share this with you. If you find anything that seems like a bug post it in the comments section and I will try to get round to fixing it as soon as I can. :)

I hope you enjoy my mod! If you have any comments or questions feel free to leave them below and if you enjoy the mod please click that thumbs up button, rate and favourite it. :D

Please Note

Please be aware that this mod overrides the X2Effect_SpawnPsiZombie.uc class which may cause conflictions with other mods that do the same.
Popular Discussions View All (1)
1
30 Jan, 2018 @ 9:46am
Localization
Erazil
63 Comments
M0NSTER 10 Oct, 2023 @ 8:01pm 
Yeah the ability was pretty much identical to the Sectoid one, was mostly trying to figure out the animations. Ended up axing the skill.
[OG]CombatMedic02  [author] 7 Oct, 2023 @ 3:57am 
If I remember rightly the actual reanimation ability is just the same one the Sectoids use but it's been a while since I put this mod together. You are free to use whatever you need, I only ask that you credit ADVENT Avenger, PZ and myself as this mod really was a joint effort. :P
M0NSTER 6 Oct, 2023 @ 5:01pm 
@[OG]CombatMedic02 Would it be okay if I possibly used your reanimation ability on a class mod I am working on? Was working on making the ability myself and then noticed you already created the ability.
[OG]CombatMedic02  [author] 25 Jun, 2021 @ 12:32pm 
@Da_Whey It would be but that would mean making zombie models/animations for every other alien unit which is a bit outside my modding capabilities. :P
Nacho Man Randy Sandwich 25 Jun, 2021 @ 10:11am 
Would be awesome if the reanimation wasn't limited to humanoids.
[OG]CombatMedic02  [author] 6 Jul, 2019 @ 3:08pm 
Oh yeah, it all works, he just wanted an extra ability on it.
Figaround 6 Jul, 2019 @ 11:52am 
Understood, yes, it works, thanks.
[OG]CombatMedic02  [author] 6 Jul, 2019 @ 5:18am 
That was going to be a private distribution to the person that asked for it but yeah, I haven't really had time to look at it, work has been busy and I don't get much free time.
Figaround 6 Jul, 2019 @ 3:19am 
I read your comment below
"@Ydah_Shet Nah, you might need to wait till next weekend now though as I probably won't have much time to look at it. :P"
May 6, and concluded that the mod needs to be updated, but there was no update after May 6, the last update was on February 4.
[OG]CombatMedic02  [author] 5 Jul, 2019 @ 2:10pm 
Update?