That would have been me. Looks like there are some changes in the prereqs.
From Src/LW_Overhaul/Classes/LWTemplateMods.uc (only includes LW specific requirements, vanilla requirements still apply):
Code: Select all
;************************************************************************************************************
;*** Psi Operative Class Data ***
;************************************************************************************************************
[PsiOperative X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
+AllowedWeapons=(SlotType=eInvSlot_HeavyWeapon, WeaponType="heavy")
!SoldierRanks=()
; 1st
+SoldierRanks=( aAbilityTree=( (AbilityName="Soulfire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="QuickStudy") \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_PsiOffense,StatAmount=45), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_Will,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=1)),\\
)
; 2nd
+SoldierRanks=( aAbilityTree=( (AbilityName="Insanity", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="MindMerge", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=0,CapStatAmount=200), (StatType=eStat_Will,StatAmount=5)),\\
)
; 3rd
+SoldierRanks=( aAbilityTree=( (AbilityName="Schism", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Solace_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=0,CapStatAmount=200), (StatType=eStat_Will,StatAmount=0)),\\
)
; 4th
+SoldierRanks=( aAbilityTree=( (AbilityName="SoulSteal", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Fortress", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=0,CapStatAmount=200), (StatType=eStat_Will,StatAmount=0)),\\
)
; 5th
+SoldierRanks=( aAbilityTree=( (AbilityName="Stasis", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="SoulMerge", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=0,CapStatAmount=200), (StatType=eStat_Will,StatAmount=0)),\\
)
; 6th
+SoldierRanks=( aAbilityTree=( (AbilityName="Fuse", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="StasisShield", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=0,CapStatAmount=200), (StatType=eStat_Will,StatAmount=0)),\\
)
; 7th
+SoldierRanks=( aAbilityTree=( (AbilityName="NullLance", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Bastion", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=0,CapStatAmount=200), (StatType=eStat_Will,StatAmount=0)),\\
)
; 8th
+SoldierRanks=( aAbilityTree=( (AbilityName="VoidRift", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\
(AbilityName="Domination", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon) \\
), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_PsiOffense,StatAmount=4,RandStatAmount=0,CapStatAmount=200), (StatType=eStat_Will,StatAmount=0)),\\
)
So in 1.3, every Psi Operative should start with Soul Fire, Quick Study, Insanity and Mind Merge (which is why these requirements are removed. They are irrelevant!).