XCOM 2
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[WOTC] Psionics Ex Machina 3.4
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7 Sep, 2020 @ 11:04am
16 Dec, 2024 @ 9:27am
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[WOTC] Psionics Ex Machina 3.4

Description
What and Why?
Like many, we've never been fond of the Vanilla Psi-Op, and whilst other psi overhauls have been made, they normally make the psi- op a little over powered for our tastes.
Inspired by how DerBK did ABB:Psionics, MrCloista came up with this idea;
Psionics, as stated by Geist, is native to all humans, but it takes training and technology to draw it out. XCOM does not have the time for years of focused training. So it has come down to some highly experimental technology.

New Mechanics:
Old Psi-Lab is gone, vanilla Psi-Op too. (This is optional in the config file).
In it's place is an entire NEW facility.
  • Psionic abilities are now granted exclusively by gear.
  • Psionics: The main Psionic Research is now unlocked by Sectoid OR Priest Autopsy.
    This gives access to building the facility and basic amps.
  • Psi Amps: Grant a starting perk (default is Syphon Will) and provide Upgrade Slots (2/3/4). Psi Amps are still secondary weapons, and have been granted to all of the vanilla XCOM classes. This mod has support for the Dedicated Pistol Slot , allowing Psi Amp use in that slot.You still require the main research to unlock the CV tier Psi Amp!.
  • NEW Resource: Crystallised MELD: Used to build PexM gear, and a callback to EU/EW.
  • GEMs: Active Psi Abilities are granted by Weapon Upgrades, called GEMs, placed into the revamped Psi Amps. Yes, the new Psi Amp functionality was inspired by the Infinity Gauntlet. GEMs List
  • PCSs: Passive Psi Abilities are granted by Psi PCSs with a bonus to Psi Offense (42-69) and Will (1-11). PCS List
  • TECHs: There are 5 new Techs in the new facility, Psi: PCS, Psi: GEMs, MELD Extraction and 2 Projects to Upgrade Amps to the next tier.
  • Mag tier Amps require the Priest autopsy. Beam tier amps require a GateKeeper autopsy.
    Both of these need further study projects completed in the facility.
  • NEW FACILITY: An entire new facility dedicated to creating the above projects and minor Psionic grading. Built from the ground up!
  • Breakthroughs: 1 to improve the slots of Psi Amps, 3 to cut the costs of the facility and it's upgrades.
  • Loot Tables: Most GEM upgrades and PCSs are fully lootable, but some are also Project Exclusive!
  • Lost Corpses: Now have a decent use as the requirement for the extraction project. Used to create more MELD.
  • Will As Mana: Inspired by DerBK's Will as Mana, most GEM castable abilities now cost some Will to use. If your Will is too low, they cannot be cast. Some classes (Psionics, Templars, Stormriders, Biotics, Wardens etc) are excluded from the Will Cost, but not the minimum Will requirement.
  • Tiered Casting: GEMs have a multitude of tiers that modify the Will cost. GEMs of tier 3 (config editable) or above are mutually exclusive.
  • NEW ABILITIES: A selection of new abilities to enable the above; Syphon Will, Clarity of Mind and Psi Grading.

Results:
At maximum, this means that any soldier will be capable of around 100 PsiOffense, 1 Passive and a number of Active Psi Perks.
At the cost of some Will, a secondary weapon and PCS as a trade off, making it a more interesting choice whether to take psionics or not, and how and when to use them.

Useful UI Info:
Detailed Soldier List Redux will always display the PsiOffense stats in the soldier lists
UI Mod for Def/Mob/Psi allows you to see the PSI stat in the Armoury UI, but not elsewhere.
Extended Personal Info Redux lets you see the PSI stat in the Soldier List Sidebar. The grading perk shows in the sidebar. The GEM abilities can only be seen on the weapon.
RoboJumpers Squad Select UI Shows the PSI Stat after the main 'Psionics' research is done
Unit Flag Extended Can shows the PSI stats & does show Will Stats on the Unit Flag.
Standardised Resource Bar shows the amount of MELD on most screens.
PexM Show Unlocks creates an unlock list of the GEM's and PCS' you have gathered so far.
Improved Weapon Upgrade UI makes viewing GEM upgrade attachments easier.

Configs:
Lots of costs, and values and stuff can be changed in the config files.
Please read and adjust what you want for your playstyle.

Compatibility:
Please see discussion thread for any known conflicts and a list of all working perk packs.

Requirements:
AND one of the below

Credits:
PexM Team Members;
  • MrCloista - Concept and Project Lead
  • RustyDios - Lead Dev
  • TeslaRage - Dev Support
  • dotvhs & nelVlesis - New 2D art
  • Flashstriker - Lore/Flavour Text consultant

Special Thanks To:
Bstar, Iridar, Robojumper, Veehementia, PZ, Musashi, Mitzruti, Favid, Xymanek; et al for building the mods this is built upon.
Mitzruti and NotSoLoneWolf for helping with the code for the new research options.
Drakten-Hughes for help with the loot tables.
RealityMachina for code from Cross Weapon Training that allows the cross training into Psionic Rifles.
DerBK for ABB and Will-as-Mana which provided the inspiration for the ideas.

Translations: Russian by Aks. French by TRNeedAName. Korean by Kei. Chinese by Tommy.

Thanks to help from AstralDescend/Xymanek, RedDobe and Kdm2k6 for the UI fix to show resources and fixing issues with the Facility Project menus and general Facility/UI help.
Shoutout to Xylthixlm for XMB which the training perk drew inspiration from

Thanks also to the BETA testers; NelVlesis, Kexx, DragonKingAbashi, Drakten, ObelixDK, Amezzeray, CmdrEmily, CrazyEyed1, SOPHIA, BowWow, DeaconIvory and CommanderOdd.

Feedback would be greatly appreciated. Bug reports welcome.

~ Enjoy !! It was a team effort so it wouldn't be OK to ask for a Cuppa Tea[www.buymeacoffee.com]
- but I (RustyDios) put a lot of personal work into this project so I'm going to ask anyway :)

~ Enjoy !! If you like what I do, please Buy My Cats Treats[www.buymeacoffee.com]
- (MrCloista - Project Lead) who slaved for hours with ideas to get this formulated and balanced
Popular Discussions View All (9)
50
3 Dec @ 12:13pm
v3.1 Update Notes
RustyDios
51
8 Jul @ 9:15pm
PINNED: Mod Compatibility List
RustyDios
7
9 Sep, 2021 @ 12:12am
PINNED: Experimental Psionics: Empowered Gem List
MrCloista
822 Comments
Nephyral 21 Nov @ 7:37am 
Just adding this line works! I tried it with these two lines:

+AbilityRestrictions=(AbilityName="Domination", WeaponCat="bioamp", InvSlot=eInvSlot_SecondaryWeapon)
+AbilityRestrictions=(AbilityName="Stasis", WeaponCat="bioamp", InvSlot=eInvSlot_SecondaryWeapon)

and voila, I can use it in tactical fights.

I think I keep it small and just add a Gem, when I find it during the game and want to equip it in the bioamp/gauntlet. The other psi classes (chaplain, Psion, Kinetomancer and some others) just work fine anyway.
Thank you for your help! :-)
Zelfana 21 Nov @ 7:08am 
Yeah basically just like that. You have to do that for all psionic abilities that have been configured in other Amalgamation spec mods you might have.

It is unfortunately very difficult to tell which ones have already been configured for other weapons so for best results you would need to configure all of them for all supported weapons, not just bioamps. That will require copying all of the lines and changing the WeaponCat on them.
Nephyral 21 Nov @ 6:38am 
Hi Zelfana, thx for your appreciated help. Do I unerstand you right? I have to add every single skill from each gem, that I want to put in the bioamp, to make the skill from the gem work?

So, in the XcomAmalgamation.ini from the biiotic class, I add another line like this:
+AbilityRestrictions=(AbilityName="RM_Reave", WeaponCat="bioamp", InvSlot=eInvSlot_SecondaryWeapon)
and put in the relevant skill name where it sais "RM_Reave" in the above line (ie.g. "NullLance")?
Zelfana 21 Nov @ 12:30am 
@Nephyral

Amalgamation config problem, abilities can be configured to only work for specific weapon types on specific slots so if anything does that you have to add other weapons to the config for them to work even when you get the abilities from elsewhere.

The relevant config is in each spec mod's XComAmalgamation.ini file; AbilityRestrictions.

This is similar to Ability To Slot Reassignment but for that I have already configured all weapons I know of in my Assorted Fixes Config mod. Amalgamation on the other hand is way too complicated to configure so I have not bothered with that.
Nephyral 20 Nov @ 11:05am 
I tested a bit: its only the slots from vindicator gauntlet and biotic amp, and they have the exact same issue with the exact same gems.
Some gems work (Boulder Crush, Compulsion), some don't work (Domination, Ray of Light, Stasis, all kind of Lances like Kinectic Lance, Sould Merge).
Nephyral 20 Nov @ 6:10am 
oh, I must correct myself: my amalgamation vindicator (with 2 other non psi classes) has equipped 4 gems in his gauntlet. 2 of them have the same problem (Soul Merge and Stasis), the other 2 work fine (Boulder Crush and Compulsion).
Just for understanding: 4 gems, caus Soul Merge is a Meta Gem and gives an additional slot.
Nephyral 20 Nov @ 5:53am 
Hi, amalgamation biotic class does not show the skills from Gems equipped in the biotic amp. I have several biotic solders, same issue with all of them. In all other classes (electro wizard, templar, vindicator, chaplain etc) the Gems work without problems.

To be clear, I can equip the Gems in the biotic amp, the soldiers just dont have the relevant skill in the tactical fights.

Any ideas to give the Biotics the power they deserve?
Moonlit Fields 9 Nov @ 7:53am 
@MrCloista Thank you. I was pulling my hair out all yesterday LOL
MrCloista  [author] 9 Nov @ 1:27am 
@Moonlit Fields pexm doesn't add focus to perks at all so it sounds like you have another mod adding that which conflicts with how pecm works. Are you using Proficiency Psi Ops as well? The 2 are not meant to work together.
Moonlit Fields 9 Nov @ 12:07am 
Graded a savant- put a +60 psi implant on them, have tier 3 for the amp. Still cannot cast anything with full will as i dont have enough focus? Im so confused lol