XCOM 2
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XCOM Psionics Overhaul V3
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18 Jun, 2020 @ 3:23pm
30 Apr, 2023 @ 9:57am
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XCOM Psionics Overhaul V3

Description
==[XCOM 2 PSI OVERHAUL]==
Bringing back psions, XCOM 1 style. No longer do you train psionic operatives as rookies - upon building a psi lab, any of your operatives can test positive for psionic potential and learn psionic abilities.

Please Note: This is the most recent, and currently supported, version of Psionics Overhaul v2. Like most mods, this is basically a working beta. I've tested to make sure abilities (particularly damage) do work, but there is always the risk I missed something. Please see the Known Issues sections for more details on oddities I have seen or have been noted in previous versions.

[UPDATE]
Fixes incompatibility issue with Psionics Ex Machina.

[HOW THIS WORKS]
Psi Operative is no longer a separate class that needs Rookies to be trained.

Instead:
  • Play normally, leveling up your operatives through missions.
  • Build a Psi-Lab and enter it and some of your operatives will be revealed to be secretly psionically gifted!
  • Throw them in the psi lab and they'll become psions.
  • Learn psionic abilities alongside regular leveling
  • Now includes a dedicated inventory slot for Psi-Amps so all classes can use psionics.
  • Just like X-COM 1's Psionics! (kinda)

[IMPORTANT NOTICES]
  • DO NOT INSTALL THIS (OR UPDATE FROM AN OLDER VERSION) IN THE MIDDLE OF A GAME
  • DO NOT REMOVE THIS MOD IN THE MIDDLE OF A GAME
  • CUSTOMIZATION - Check the config files! There are many, many options to configure the psionic abilities available, required regular soldier ranks, and much more!
  • OVERRIDES: XCom_HeadquartersPsiTraining. So Psi Lab will likely be broken if you remove this mid-campaign.
  • Psions replace base game Psi Operatives, as the Psi Lab has been completely repurposed.

[COMPATIBILITY]
  • YES, YOU CAN USE THIS WITH RPGO! - Heck, I tested this mod with it enabled.
  • PROBABLY SHOULD BE COMPATIBLE WITH LWOTC, BUT I'M TOO LAZY TO TEST AND DEFINITIVELY TOO LAZY TO SUPPORT IT
  • Class Mods: This mod uses an editable blacklist to prevent certain soldiers from being psionic rather than a whitelist, so almost all class mods should be compatible with this mod!
    • Note: Chimera Classes and Chimera Heroes are the only mods I know that have configurations barring certain classes from being psions (their psionic and templar respectively).
  • Other Psionic Mods: Generally speaking, as long as they don't touch the Psi Lab, they'll be compatible. RPGO specializations in particular are fine. Do note that any new abilities in these mods will need to be added to the config files.
  • Inventory Slot Used: eInvSlot_PsiAmp

[WHAT'S CHANGED FROM V2]
Many things! The mod has been given a facelift to avoid touching as many things in code as possible for better compatibility and new mechanicisms added for further expandability (user or otherwise).
See the discussion thread entry on Jun 18 for more details!

[RECOMMENDED MODS]
  • No More PsiAmps - This mod no longer creates its own invisible psiamps, so use this mod if you don't want psi-amps to be visible!
  • Psionic Melee - The mod is configured to allow these shard gauntlets in the psi-amp only slot.

[PLUGINS]
New to this version! Inspired by RPG Overhaul, this version of the mod now includes a system in which new Psionic Classes can be defined and randomly assigned to your troops.
To showcase this, I've created a few plugins that change or add to the psionic classes:
  • Expanded Psionics - Using Bstar's Expanded RPGO Psionics as a base, this expands the power selection available to your Psi Operatives!
  • Biotics - RealityMachina's excellent Biotic class, now in Psionic form!
  • Chaplin - Mitzruti's fantasic healing/support class, now... also in Psionic form!

I may create more plugins in the future, but know that do to current limitations, classes that use unique Primary Weapons (such as the Necromancer) aren't really possible.

[KNOWN ISSUES]
  • Psionic gear mods - Any mod that creates gear that only Psi Operatives can use (such as ADVENT Warlock) won't be available to Psions. I'm working on a coded solution for this, but you can always modify the XComClassData config files to change what classes can use the equipment and then just only give it to Psions. Any special Psiamps can be equipped just fine, though.
  • Psiamp Slot - Do note that the Psi-amp slot sometimes just will not autoequip a psi-amp. Be sure to check that a soldier has a psi-amp equipped before sending them off on a mission or covert operation!

[KNOWN ISSUES FROM OLD VERSION]
Due to the changes in the backend of this mod, some of these may be fixed, but it's a good idea to be aware these issues may still crop up:
  • Chosen Avenger Assault - The old verison of Psi Overhaul was known to sometimes crash the game when this mission came up. Many reported that it was a conflict between Psi Overhaul and Quick Soldier Info.
  • Weird Animation Issues - Sometimes using psionics rarely caused some... rather bendy animations to happen. This mod doesn't touch any abilities at all, so I'm not 100% sure why this would happen!
  • Disable Random Posters - Users have reported that enabling the old version with this mod caused the game to crash on mission start/finish.

CONSOLE COMMANDS
ForcePsiGiftReroll - Rerolls ALL non-psions in your barracks, giving a second shot at being a psion
ForcePsiGiftForSelectedSoldier - Enter the armory, select a soldier and enter this command to force them to be a psion.
ForcePsiClassForSelectedSoldier psi_tree_name - Similar, but forces the soldier to use a given psionic class. (only useful if you are using some plugins). Can be used to change a psion's class, but will not remove any abilities already learned, reset rank, nor add any starting abilities! Use it for that purpose at your own risk.
ResetPsiAbilityOptionsForSelectedSoldier - Rerolls the soldier's list of abilities to pick from for their next psi training session.

[THANKS]
Ziodyne for creating the original version of this mod.
The XCOM2 modding community for providing many, many wonderful mods!
Popular Discussions View All (2)
6
1 May, 2023 @ 1:48am
Russian Translaton
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291 Comments
Bawkdragon 2 Feb @ 1:48am 
I am curious if you can have a ex machina, base psi lab and this for all the psi options,
Bjorn der Fischer 1 Feb @ 1:30am 
@vinistrifezza What I am doing is changing the chance in the config to 0 and then chose the soldiers, who shall receive the gift, myself with the ForcePsiGiftForSelectedSoldier command
Reaper415 30 Jan @ 8:52am 
@vinistrifezza go to the XComPsiampSlot.ini in config and change ability from TheGift to Insanity. This way the psiamp won't be given to any soldier that hasn't been trained in the psi lab.
Bantichai 29 Jan @ 5:12am 
Do anyone know how this mod interacts with other mods that have weapons/armor that are only meant to be used by the "psi ops" class? This mod disables that class right? So like how would the "vorpal gatling gun" from armored viper mod or the psi armor work with psionics from this mod, are they still treated as psi ops after they enter the lab?
vinistrifezza 28 Jan @ 7:10pm 
Is there any way to remove "the gift" from a soldier? I'm using the XCOM EW mech mod, but one of my mechs is the Psion, and I didn't want that XDXD
By the way, excellent mod! I really wish we could level up psionic powers in combat, with battle experience and not inside the chamber, but I'm happy with what we have XD
djvandebrake 23 Jan @ 7:52am 
@vinistrifezza - you get a base class (ie heavy, sniper, etc.) who has psionic powers, like in X-Com 1, but they do have access to all the powers in the X-Com 2 tree (and a bit more).
Bjorn der Fischer 21 Jan @ 8:57am 
Heya, I got a problem with the command "ResetPsiAbilityOptionsForSelectedSoldier".
It doesn't matter, where I use it, it doesn't do anything. Is there some trick to it?
vinistrifezza 13 Jan @ 8:12am 
Hey guys, I have some questions about this mod...

1. In this mod, psionics will work like in XCOM 1, that's what it says in the description... however, the question I have left is whether the number of psionic skills will be limited to just the 6 that we have access to in XCOM 1, or if we have access to the entire skill tree of the psion from XCOM 2

2. Another question is whether when the recruit is revealed as a psion, he becomes only a psionic class or if he can be like in XCOM 1 where the soldier is a heavy class with psionic powers (for example)... basically the question is whether I can, for example, make a ranger with psion powers

3. And the last question I have is whether psion powers are trained only in the psion chamber or will they be gained by using them in battle, like in XCOM 1... in short, whether they evolve in the psion chamber or if they evolve the powers with combat and uses of psion powers?

I apologize for the amount of questions
alcrutcheral 26 Dec, 2024 @ 3:54pm 
i have a bug where one of my psi lab slots is filled with a unit that's no longer in it i cant remove him and also removing kicking him from the avenger dose not fix the issue is there a command to reset the psi lab slots
djvandebrake 22 Dec, 2024 @ 6:37pm 
Is there any way to control probability and conditions on which Psionic Classes can be set for which soldiers? I had some ideas I wanted to cobble together, but some might not work well. For example, a "Paladin" class that borrows from the Warrior of the Holy Light and the Chaplain mods, but some of the abilities I want to give it are melee focused - so it would be fine to give to a ranger, a samurai, an RPGO soldier with melee weapons... but not so much for a grenadier with no sword slots.