Cut Content Psionics For LWOTC

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Author: Kiruka

Last revision: 26 Dec, 2022 at 14:42 UTC (6)

File size: 185.34 KB

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Description:

This is a Long War of the Chosen port and rebalance of MrShadowCX’s Cut Content Psionics mod. Mod preview image is slight tweak of nelVleSiS’ work for that mod (nelVleSiS: let me know if you don’t want me using it, or want me to use a different version). I wanted to make this mod both to get rid of the conflict between LWOTC’s Neurowhip and Cut Content Psionics’, as well as to slightly change how the Psi PCSs worked.

Let me tell you about its features.
  • The Psi PCSs from LWOTC will be overridden by the ones from this mod, as they share the same template name. This is intentional and will not break your game (I’ve tested to make sure they spawn correctly). Template Master is now used to make the changes in a more reliable manner, thus no longer requiring duplicate templates to exist. The Psi PCSs here work in a similar manner to the original mod, with two main changes: they no longer grant any bonus Will, and the values granted by the PCSs for Psi Offense are now 5/10/15, based on tier. The reason I didn’t change the template names and wanted the override conflict to happen is so that they can seamlessly slide into LWOTC’s loot tables; they can be acquired exactly the same way as the old ones. Any Psi PCSs acquired in a new campaign, as well as any acquired in an existing campaign after installing this mod will use this mod’s versions. Already-acquired Psi PCSs in existing campaigns will have the old behavior. As of the July 1st, 2021 update featuring Template Master, this mod should now work in its entirety even if added mid-campaign.
  • As to the significance of this Psi PCS changeover in the LWOTC environment, the main purpose is to allow soldiers other than the Psi Operative class to use them. Talking purely in terms of LWOTC base classes, this will benefit the Templar. It can also benefit Sectoids and Frost Necromancers from Playable XCOM 2 Aliens. If you have Psionics Overhaul V3 with Mod Jam, it will also make them usable on your Psions.
  • In addition to the PCSs, the Amp Booster (template name Neurowhip) and Neurowhip (template name Neurowhip_Mk2) from the original mod have been brought over. The Amp Booster is LWOTC’s Neurowhip with a new localization name and inventory image. The new Neurowhip requires both Psionics research and the Gatekeeper Autopsy to unlock, and to build one you’ll need 30 Supplies, 6 Elerium Dust, and one Gatekeeper Shell, plus 8 Engineers on staff. It provides 20 extra Psi Offense but reduces Will by 20 on the equipped soldier. Additionally, it provides the Mind Over Matter ability (from Bstar’s Perk Pack), which reduces any active cooldowns of Psionic abilities on the equipped soldier by 1 if the soldier takes any damage. It can proc multiple times in a turn if the soldier takes multiple instances of damage. Both items now also have 1 weight.
  • The Amp Booster and Neurowhip abilities use one of Ketaros’ icons rather than the Hunter’s Instinct one.
  • There is an XComBstarsPerkPack.ini file which adds a bunch of extra compatible Psionic abilities to the Mind Over Matter ability. LWOTC’s Psi Operative, Playable Aliens’ Sectoid, plus the Stormrider and Warden classes all have relevant abilities of theirs accounted for. You can comment lines out to exclude abilities, or add new lines if you want to include more abilities (you can do this in Bstar’s Perk Pack itself too).
  • All of the original mod’s config options are kept intact (with some exceptions discussed in the next point), although I had to switch up formatting a bit to get the mod to actually build in ModBuddy (which basically just means that if you want to change Psi Offense bonus or Will malus values, you need to do it in two spots instead of one). There also also new config options for my added features. Psi Offense bonus for everything, Amp Booster’s and Neurowhip’s Will maluses, which of the two possible abilities Neurowhip can grant (Mind Over Matter or the classic Neuro Feedback, or both or neither if you want), Neuro Feedback’s damage and popup messages, and whether the Psi PCSs also grant Will can all be configured in XComCutContentPsionics.ini. Economy-related stuff for LWOTC playeres can be configured in XComLW_Overhaul.ini (the original Neurowhip can also be restored there if you want it back for some reason).
  • One exception to the bit about intact configs is the original mod’s XComGameCore.ini. I excluded that so that it would not mess with LWOTC’s loot tables. As LWOTC already has its own Psi PCSs with the same template names as the ones in this mod, the loot table configs will not be necessary to inject these into LWOTC.
  • Another exception is that any configs to do with the Amp Booster are gone. If you want to tweak your Amp Booster, you’ll need to do so through LWOTC’s Neurowhip configs.
  • One more exception is the option to add a Will bonus to the Psi PCSs. The option still exists, but it’s handled in XComTemplateEditor.ini instead of XComCutContentPsionics.ini.

Mod requirements:
  • In addition to the requirements listed on the side, you’ll need Long War of the Chosen[www.nexusmods.com]. This mod serves very little purpose without it, and most notably the Amp Booster will not be present without it.

Known issues:
  • None to speak of right now that I’m aware of.

If you run into bugs, bring them to my attention and I’ll try my best to fix them. If you have balance-related feedback, I’ll hear you out (especially if the change is easy to do code-wise), but don’t forget you can always customize the mod to your liking as well. Everyone’s toybox is filled with different stuff.

Conflicts:
  • Only the intended conflict with LWOTC’s own Psi PCSs. Amp Booster and Neurowhip both use new template names and so shouldn’t conflict with anything. Make sure you either start a new campaign or use the console to replace any existing Psi PCSs in your existing campaign. Now that this mod uses Template Master for its changes, there should no longer be any conflicts and mid-campaign subbing should be fine.
  • Should go without saying, but don’t use this mod and the original version together. There’s no reason to and it will probably erase time and space or something.

Future plans:
  • Bug fixing if it’s needed.
  • Potential rebalance of Neurowhip requirement/cost based on feedback. I kinda pulled this one out of my ass.

Credits:
  • MrShadowCX for making the original mod and giving me permission to make this one.
  • nelVleSiS for making the original preview image.
  • Iridar for making Template Master, which allowed me to make do its job more reliably.

(Let me know if you’re not in the credits and think you should be in there. I will add you ASAP.)