Partially Gifted

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Author: RealityMachina

Last revision: 16 May, 2017 at 19:55 UTC

File size: 464.9 KB

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Description:

Enables soldiers who aren’t Psi-Operatives to earn a random (and usable without a psi amp) Psi ability from the Psi Lab. Even works with soldiers with modded classes!

LATEST UPDATE

Hopefully removed dropdowns for the slot, plus adding another check to hopefully prevent players from accidentally starting infinite loops.

Soldiers who earn psionic abilities and can do so more than once have their starting psi strength determined by their will stat. (Now you have a use for those Focus PCSes!)

Can be adjusted in XComPartiallyGiftedSettings.ini, that is contained in the game’s My Games/XCOM2/XComGame/Config folder once the mod initializes it.

Disable or enable Will-based checks for whether an ability training attempt is successful, and adjust what the will is rolled against.

Whether gifted soldiers are allowed to gain more than one ability

And how many times a soldier is allowed to earn an ability before a soldier is considered fully "done." (By default this is set to seven, do not set this past nine unless you like games stuck in infinite loops)

NOTE:

You can’t get Null Lance, Void Rift, or Domination by default since I felt those high end abilties should be the domain of classes that are deliberately designed with them.

That and Null Lance is completely reliant on a psi amp to calculate damage. This is also why Soulfire and Soul Steal are also blocked if Grimy’s mod support is turned off since those abilities are also completely reliant on a psi amp to calculate damage.

In exchange however, you do get access to Mind Control as a potential ability.

You can now adjust this in XComPartiallyGifted.ini, located at (where XCOM 2 is installed)\steamappsworkshopcontent268500649477316Config. Just add in the name of the ability you want partially gifted soldiers to have. It should even work with custom ones!

POTENTIAL CONFLICTS

Anything that changes the *number* of slots of the Psi Lab will not function with this mod unless I built in compatibility for it. For now, this includes only LW2.

Anything that changes slot requirements (ie switching the vanilla engineer slot to scientist) will work fine.

SSUES

Cosmetic – The active psi ability animations are tied to the psi-amp weapon, so the game basically just skips straight to the effect happening if Grimy support is disabled.

Cosmetic – The Psi stat doesn’t show outside of battle for soldiers who have partially learned the Gift. If you’re wondering where your soldier is at, the formula for psi growth is 10% of their will, with their base being what their will was at time of learning their first psionic ability. So a soldier who first trains at 80 will will start off with 80 psi strength, and gain 8 psi offense for every other ability they learn.

LW2: If you’ve been experiencing UI issues with an in-progress game after updating –

FOR IN-PROGRESS CAMPAIGNS THAT GET UPDATED: This will break slots and units if the psi-lab has already been built, but it can be fixed. Go to XComPartiallyGifted.ini, located at (where XCOM 2 is installed)\steamappsworkshopcontent268500649477316Config, and look for WipeFacility. Set it to true. This will put any soldiers and the scientist/engineer in charge back into the Avenger, and rebuild the psi-lab to have the new, proper slots.

Reload the save, check that the psi-lab now has a open slot for psionic veterans. If it does, save again, go back to the .ini, and set WipeFacility to false again. Using the new save, you should be able to resume your campaign.

Thanks to S.Flo for letting me use some of his code from his Fatigue mod!

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