Musashis rpg overhaul как настроить

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Musashis RPG Overhaul

  • Gameplay overhaul that revamps various aspects of the game
  • Replaces vanilla classes with a single class with 14 specializations with 7 ranks each for a total of 98 abilities to choose from
  • Additional specs can be added by the ever growing pool of Plugin Mods
  • The new class can choose from all primary and all secondary weapons (including LW2 secondaries). Every combination is possible.
  • Dynamic class title / class icon based on your ability choices per default
  • Custom class tile / class icon
  • Random starting abilities on squaddie
  • Stats can be upgraded with ability points
  • All secondary weapon abilities work regardless of the inventory slot (e.g fan fire with pistols in the primary slot).
  • Weapon and Attachment mechanics got revamped to have a more focused role for each weapon
  • Full support of Primary Secondaries
  • Full support of weapon mods like Resistance Firearms
  • New second wave options
  • Full controller support

CLICK HERE FOR A FULL LIST OF FEATURES

*Standing on the shoulders of giants*

A huge thanks to everone involved in the creation of this mod. So many great people helped me along the way.
I could not have done it without you guys!

A special thanks to these contributors
Robojumper My modding sensei! Stats icons, class icons, controller support, initial code of the custom class icon ui and coding assistance on countless occasions.
bstar — Public Relations manager and rpgo developer
Mr. Nice — Controller Support
Iridar — Random Classes and Weapon Restrictions SWO
Parameter — German localization

Additional Credits
Astral Descend — UI Consultant
Pavonis Interactive for all long war 2 perks i used and initial Detailed Soldier Lists.
xylthixlm for xmod base and the perk icon library. Fantastic work and a tremendous workload reduction.
MalucoMarinero — there can only be one (community highlander)
creative xenos — for being that crazy chaotic creative bunch of great people that they are.
bg for [WOTC] Detailed Soldier Lists
MoonWolf for the initial [WOTC] New Promotion Screen by Default
zamster for helping me turning my localization into proper english
Chris the Thin Mint for help with balancing and localization
FelineKnave for a lot of great localization
Ziodyne — for the aptitude perks of mint
DerBK — for some ABB perks bstar «aquired»
Sumajin — making some weapon changes configurable
Ketaros — For the excellent pool of class icons

Thanks to the first line of infantry and brigadier rank bug hunters
Ginger
Astery86
nekoworkshop
bstar
Chris the Thin Mint

All of you beautiful people — for playing with this mod and submitting suggestions, ideas, requests and bug reports, which constantly make this mod better

If i forgot to credit someone i apologize from the bottom of my heart. Please let me know and i will add you to the credits!

Do i need to start a new campaign for this?

I only see the first 4 ability rows and can’t scroll in the promotion screen!

DEACTIVATE THE FOLLOWING MODS SINCE THEY ARE ALREADY INTEGRATED IN THIS MOD

  • [WOTC] Detailed Soldier Lists
  • [WOTC] New Promotion Screen by Default
  • View Locked Skills — Wotc

After that delete %User\Documents\My Games\XCOM2 War of the Chosen\XComGame\Config

Will custom class mods work with this?
Yes

What about Faction Heros, SPARKS, Psi Soldiers?
They are not touched by this mod and should work normally

My soldier keep getting promoted to basegame/other classes?
Its a strange bug cause by the config system for some people.
Use the mod Disable Any Class Wotc and disable all classes but UniversalSoldier in the ingame mod options.

I have a lot of plugins and the promotion screen skips specializations when scrolling
Use [WoTC] Row-Based Scrolling Speed Wotc
or consider using the second wave options to limit the available specs.

What does CV/MG/BM/CG/LS mean?
Conventional, Magnetic, Beam, Coil and Laser tier

Most mods should be compatible. If you have an issue let me know.
Other Overhaul mods like MINT and A Better Barracks obviously clash in some areas.

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Known incompatibilities:
— [WOTC] Detailed Soldier Lists
— [WOTC] New Promotion Screen by Default
— View Locked Skills — Wotc
— «Configure Upgrade Slots» doesnt work cause this mod set all slots to 3
— «Hack Plus» leads to insane high hacking stats

This mod will change frequently.
Therefor it might be needed that you rebuild you soldiers.
Use the command RPGO_RebuildSelectedSoldier for that purpose.

Have look at my work in progress and infos on my mods at my patreon page.
Your really like my mods and would like to see sneakpeeks of work in progress mods or become a closed beta tester? Consider become a patreon 🙂

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Musashis rpg overhaul как настроить

In order to enable them mid campaign you need the mod:
Better Second Wave Mod Support

You can use these option separately or in any combination of them.
The console command RPGO_RebuildSelectedSoldierClass also supports these SWO.

Its save to enable or disable some of these option in running campaigns.

Configuration:
Setting like the number of random specs or the number of specs to pick can be changed
in the ingame mod config menu or be edited in

Soldiers start with a limited number of randomized specializations on Squaddie.
Instead of having the full set of all specializations, soldiers only get some randomly chosen on promotion to Sqaddie. Can NOT be changed in campaign.

On promotion to squaddie you can choose a limited number of specializations from the pool of all available specializations.
MCM Option: Random Pool — When enabled you can only choose from a limited random pool of specs instead of all available specializations. If you have the random classes swo enabled, its algorithm will be used for randomization.

Perk order in specializations is randomized with exception to perk pre-requisites. Can NOT be changed in campaign.

Instead of having all starting perks randomly rolled, you can choose a limited number of starting perks (plus some random perks if you want) on promotion to squaddie
MCM Option: Random Pools — When enabled you can only choose from a limited random pool of abilities instead of all available starting abilities.

On promotion to squaddie, RPGO will randomly assign a primary, a secondary and some complementary specializations for the soldier. This is recommended over Specialization Roulette if you use Weapon Restrictions as well because it will make sure your soldier will have a primary and secondary weapon category available. Can be combined with any of the other second wave options.

Enable this option to restrict RPGO Soldier to certain weapon categories based on their chosen specialization. Specializations will grant you access to certain weapon categories for the primary and/or secondary weapon slot. Can be combined with any of the other rpgo second wave options. With Random Classes active your soldier will only have exactly one designated primaray and one secondary specialization.

All second wave options can be combined with each other.

The Purifier spec has already been adjusted to account for this problem in one of the latest patches. Please make sure you have the newest version of RPG Overhaul and use the RPGO rebuild soldier command to fix any soldiers created prior to the patch.

Well if a perk has a prerequisite and is closer to the left side of the path, and it stays in the same slot but its prerequisite doesnt — in that case the current system makes things worse. It means that instead of roughly 50/50, the majority(80-90%) of the time blademaster will come after bladestorm.

First off, love this mod, it’s ruined vanilla XCOM 2 for me.

I’m trying some of the Second Wave options now, and can see a potential problem with Training Roulette — my Ranger got Untouchable for his Corporal-level perk, which meant he had to draw from the XCOM AP pool to afford it. So in theory, if a lot of soldiers got high-tier abilities early on for their specializations, they could run out of points to buy them. I suppose the simplest fix for this would be to designate a soldier’s first specialization as their «core» specialization and make those abilities free on level-ups, leaving Ability Points for cross-specialization abilities, though that would obviously require some rebalancing in how much AP they received each level.

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My bigger issue right now is with Origins. I’m able to choose Squaddie-level abilities as advertised when a Rookie levels-up from field work, but when I stick a soldier in the Guerrilla Tactics School to level them to Squaddie, or receive a soldier as a mission reward, their Squaddie abilities are randomized. Which is annoying when you’re getting soldiers from your character pool — the great thing about the RPG Overhaul is that it gives soldiers so much more character, but that means that if they show up in a later campaign, it just feels wrong when your SyntheticGenes Praetorian returns as a Pacifist with Blast Padding.

On that note, I’d love to have some way to set and save Squaddie abilities on the character pool screen like how you can set which class a soldier appears as. That way a campaign could have both randomly-generated new soldiers (with the Origins option off) as well as character pool soldiers with the same abilities they had in their debut campaign.

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Musashis rpg overhaul как настроить

In order to enable them mid campaign you need the mod:
Better Second Wave Mod Support

You can use these option separately or in any combination of them.
The console command RPGO_RebuildSelectedSoldierClass also supports these SWO.

Its save to enable or disable some of these option in running campaigns.

Configuration:
Setting like the number of random specs or the number of specs to pick can be changed
in the ingame mod config menu or be edited in

Soldiers start with a limited number of randomized specializations on Squaddie.
Instead of having the full set of all specializations, soldiers only get some randomly chosen on promotion to Sqaddie. Can NOT be changed in campaign.

On promotion to squaddie you can choose a limited number of specializations from the pool of all available specializations.
MCM Option: Random Pool — When enabled you can only choose from a limited random pool of specs instead of all available specializations. If you have the random classes swo enabled, its algorithm will be used for randomization.

Perk order in specializations is randomized with exception to perk pre-requisites. Can NOT be changed in campaign.

Instead of having all starting perks randomly rolled, you can choose a limited number of starting perks (plus some random perks if you want) on promotion to squaddie
MCM Option: Random Pools — When enabled you can only choose from a limited random pool of abilities instead of all available starting abilities.

On promotion to squaddie, RPGO will randomly assign a primary, a secondary and some complementary specializations for the soldier. This is recommended over Specialization Roulette if you use Weapon Restrictions as well because it will make sure your soldier will have a primary and secondary weapon category available. Can be combined with any of the other second wave options.

Enable this option to restrict RPGO Soldier to certain weapon categories based on their chosen specialization. Specializations will grant you access to certain weapon categories for the primary and/or secondary weapon slot. Can be combined with any of the other rpgo second wave options. With Random Classes active your soldier will only have exactly one designated primaray and one secondary specialization.

All second wave options can be combined with each other.

Just my first impressions from trying out all three of the Second Wave options together. I realize things may work differently with a different combination but I wanted to try all three on default settings to get a feel for the whole situation. These are just observations, not intended to come across as harsh criticism. I really do enjoy that these are available and I plan to keep experimenting.

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Specialization Roulette: Having one class/specialization chosen at random and being able to choose the other two feels good. It gives you a little bit of a ‘this soldier has a mind of their own’ feel while still allowing you to dictate the other classes for skill synergy, especially for the classes like Valkyrie or Warden that rely on multiple rows to provide a wider range of class-specific perks to really cement that soldier’s role on the team. I may experiment with setting up a max of 4 available specializations rather than the default 3 just for options, and the existing menu accommodates 4 rows perfectly, so that would be a good fit.

Commander’s Choice: As I wrote above, I feel like Spec Roulette and CC work very well together. Not much more to add. I will say though, I almost certainly won’t play without CC, because the option to choose certain specific things for those multi-row specs is pretty critical for making some classes work decently. Without the option to choose, you can end up getting an assortment of non-synergizing specs where you’re locked out of many perks because randomization didn’t provide the spec with a critical prerequisite (like Gun Fu’s Dual Weapon Specialization, for example, more about that below). I’d say, even if you lessen the number of specs available to CC, definitely ensure that you keep the option to pick one of your choosing to account for harsh randomization.

Training Roulette: I personally noticed a few cases of a prereq coming after the perk that required it due to roulette randomization. (The worst offender here was the sub-row of Gun Fu, «Scrapper,» which requires Gun-Fu’s Dual Weapon Specialization perk for a full five of its perks) Obviously I could pick other perks while I wait to access the prerequisite, then go back to pick up the others but it would feel smoother I think, if they appeared in the proper progression, even when the rest of the spec row was randomized. And if you didn’t have Commander’s Choice active, got Scrapper without access to the Dual Weapon perk from the Gun Fu row, and the only two perks available without that prereq had been randomly placed at Colonel and Brigadier, it would feel like a very pointless spec to have for the vast majority of this unfortunate soldier’s career, which would almost certainly prompt people to use console commands to rebuild.

The Menu: Unless you’re intimately familiar with the full assortment of perks available to a specialization, the spec-choosing screen simply doesn’t share enough info to make informed choices beyond the single paragraph of flavor text that only vaguely hints at a spec’s capabilities. And you’re unable to view the perk rows to check on things until you commit. I know it wouldn’t be as thematic as having the flavor text, but frankly, if I had to choose, I’d prefer if the flavor text were simply replaced by a list of which perks were available to each spec under each title on the spec-choosing screen, even if the order was different due to roulette randomization. Making informed choices is just too important to me. I’m sure there are other folks who feel the same. Yes, you can alt-tab out to consult the various mod pages, but I’m a firm believer in in-game menus providing every morsel of info that a player may need, rather than having to cross reference multiple sources outside the game to make decisions.

Again, I hope this doesn’t seem too critical, I love this kind of stuff and plan to keep tweaking settings on my end, this is just my personal feedback. Thanks so much for all the work you and your team have put into this overhaul and so many other amazing projects, Musashi!

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