This mod adds settings I wanted to have for my own VPE runs, notably the ability to restrict certain factions/xenotypes to certain paths.
How does it work?
Disable Psyfocus Decay
Removes the pretty annoying feature which causes psycasters to lose psyfocus over time.
Psyfocus Regeneration
Allows psycasters to regenerate psyfocus over time, regenerating psyfocus via this method doesn't grant experience.
Meditation Psyfocus Gain Scaling
Increases the psyfocus gained by the passive regeneration depending on the pawn's meditation psyfocus regeneration stat.
Calculation used for this process:
Base regen efficiency * (Meditation stat value * Meditation psyfocus gain scaling setting value)
Base Psyfocus Regeneration Limit
Base regeneration limit used before calculations.
Psyfocus Limit Bonus Per Level
Adds the specified amount to the regeneration limit per psylink level.
(Regeneration cap + (boost per level x psylink level))
Maximum Psyfocus Regeneration Limit
The regeneration limit will never exceed the selected value.
Pawn meditation prevention toggle
This toggle will prevent pawns that can regenerate psyfocus through the passive regeneration mechanic from meditating until they reach the regeneration limit.
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XP Gain
Psycast XP Gain Upon Casting
Grants psylink experience based on the base neural heat/psyfocus cost of the ability.
XP Multiplier Per Level
Multiplies the amount of experience gained by abilities depending on their level (How high they are placed in their respective path), e.g:
Neural heat XP ratio: 1 heat : 1xp
Multiplier per level: 50%
Level 1 abilities will grant 0.5xp per neural heat, while level 2 will grant 1xp, etc... Until level 15.
No scaling = Every ability will use the same calculation for XP gain. (value cost x XP gain efficiency.)
The same rules apply to XP gained by using psyfocus.
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Pawn Generation
Psycaster Spawn Chance
Allows any VPE compatible pawn (Pawns who can unlock psycasts by using a psylink) to have a chance of spawning with a psylink.
Psycaster Spawn Level Range
Allows to select the level of psycasters generated via this mod.
Max Path Count
Psycasters won't spawn with more unlocked paths than this value.
Allow Excess Points Usage
Psycasters who have unspent points after unlocking abilities will use them to upgrade their psylink in the same manner the player can do.
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Banlists!
Color coding:
Red = Banned.
Green = Allowed.
There are 3 categories of banlists:
Per factionDef (Every pawn of that faction will follow the same limitations.)
Per xenotypeDef (Every pawn of said xenotype will follow the same limitations.)
Global (Every pawn shares the same restrictions.)
These categories stack on top of each other, e.g:
Faction: Empire
Banned path for faction: Empath
Xenotype: Sanguophage
Banned path for xenotype: Conflagrator.
Global:
Banned paths: Hydromancer & Frostshaper
A Sanguophage that belongs to the empire will be unable to spawn with the aforementioned psypaths, however, Sanguophages from the wasters faction will be able to spawn with the Empath path.
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TESTED WITH:
10k threat points tribal raids with 100% psycaster spawn rate (about 112 humans), each with level 300 psylinks: Nothing to report.
IMPORTANT
This mod uses harmony to alter the way pawns generate, meaning that other mods that allow random psycasters to generate have a high chance of being incompatible with this mod. (if possible, disabling their generation patch through their mod settings will fix this issue.)
The decay patch also follows the same logic, there are high chances of it breaking if other mods patch it.
ALL SETTINGS ARE OFF BY DEFAULT!
[F.A.Q]
Q: Compatible with modded psycasts/factions/xenotypes?
A: Yes.
Q: CE?
A: GETOUTOFMYHEAD, Yes, evidently, the generation postfix doesn't touch anything except the psylink hediff.
Q: What if I remove a faction/xenotype/psypath mod midsave?
A: The banlists will automatically update themselves to remove dead defs.