XCOM 2
RPG Overhaul Spec - Rising Tides
42 Comments
Rookie 24 Nov, 2024 @ 2:14am 
i know this is and old mod but i want to use it and the acidic blade ,pyroclastic flow and syphon blade dont work for me
0A0 1 Apr, 2021 @ 11:01pm 
Looks like this one works with Rising Tides: The Program. But with a very high delay. If you have lots of rpgo mod class, do not use this one.
0A0 16 Mar, 2021 @ 9:33pm 
If I use thie mod and Rising Tides: The Program. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1500499606
Would it works? Like both that faction and this mod.Wonder if anyone try these.
I saw Rising Tides: The Program mod needs uninstall any Rising Tides mod
Xilay 1 Jun, 2020 @ 12:08pm 
There is also the possibility to look into the configs of the actual rising tides mod and add swordslice or whatever other melee attacks get added from other mods to the list of melee attacks
This then makes it so those added abilits trigger bump in the night , but they wont have the advantage of the 3 perks acidblade,hidden blade and psiblade since those are tied to the berserker slash directly
Xilay 1 Jun, 2020 @ 2:12am 
Alright I found the Solution for the melee problem, this mod prob. wont get updated so Ill just write the fix here

Go to this mods config , scearch for the line that adds the bump in the night ability (just scearch for bump in the file or smth)
and below that line add:

+AbilitySlots=(AbilityType=(AbilityName="RTBerserkerKnifeAttack", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))

change the eInvSlot to Primary or Secondary depending on where u put your sword
After that , go ingame , use the rpgo_rebuildSoldier command to refresh the perkdeck and get the now available berserker-slash ability
If you use that ability now ingame instead of the normal slash it works with bump in the night

Things to note: It still doesnt matter what sword you have equipped , the game still takes values from its i guess "queens sword" which the values you can configure somewhere in the original mod as far as iam aware
Xilay 31 May, 2020 @ 7:51am 
Ye the melee perks dont work for me , but iam sure that is because in the configs the abilitis target the secondary weopen and I thanks to secondary primarys have the sword in primary
(Dual wielding would probably not work either afaik)
I might try n test if it works when changing the targeted slot

Sad that there is now way to just apply a perk to both weopens (or weopens in utility slots) or atleast i dont know of a method iam not a modder ;/
Turambar 22 May, 2020 @ 9:33am 
Does it work with the Rising Tides: the Program mod? (the full one, with the strategic layer: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1500499606)
SpiralD 15 Jan, 2020 @ 12:55pm 
Final update: i was wrong this mod works fine, it was All Soldiers Gain XP messing up the xp tables. i apologise.

You can use both but i may glitch on level up..
SpiralD 6 Jan, 2020 @ 6:50am 
Update i found a bypass kinda. If you go to the training center and use the train ability route you may be able to rank up. Also i found another bypass. If you get enough exp too rank up again you can rank up normally and bypass the bug and it will fix itself this method is hard as hell as it means taking on another mission with said character.

Final note: If you really want too use this mod save at EVERY promotion.... Just in case.
SpiralD 6 Jan, 2020 @ 5:38am 
Huge bug found. Sometimes when promoting ghost gatherer it will glitch and give you random perks and every perk tree also you lose all the perks you had as if your promoting for the first time. I've managed too encounter this bug 7 times in a row. I have check all other classes it only happens when using the ghost trees.

reading the comments it seems this mod does not work. Shame this is the coolest mod when it comes too visuals. Anyone thinking of downloading avoid this mod, the pain of losing everything half way through your game is crippling.
Digan 30 Sep, 2019 @ 11:50am 
Also i noticed that, Bumb in the Night and some other skill ONLY proc with their respective skill trees as in, the teleport attack from that tree activates Bump everytime :) but other skills nope...
AsariSpectre  [author] 30 Sep, 2019 @ 10:57am 
I'll be checking out what's going on with the latest RPGO update and see how it changed things. From there I'll then work on locating and fixing some bugs. However, I didn't really change any skills at all, so they should be working exactly as they did with the original Rising Tides mod. I merely made them available for the Universal Soldier class.
FAT WANZER 30 Sep, 2019 @ 12:13am 
@btw this mod is awesome it just needs some update and the ability to make daybreak flame a charge? or cooldown and not permanent mode cause i don't want my sniper to shoot civilian(i just shot 3 ppl by accident cause it's 3 tile to the side and thought it wouldn't hit em)
FAT WANZER 30 Sep, 2019 @ 12:10am 
just to add since i use this with rpgo with sniper rifle that says killing uncovered enemy give + 1 ap it basically murder every enemy that has less hp than 8 for FREE which is OP cause i think the game think they don't have cover since daybreak flame destroy cover soo even an advent officer hiding behind cover is free kill(and thus i can shoot other aliens for free)
Digan 25 Sep, 2019 @ 7:24pm 
Hmm so yea, the melee ones are still buggy AF ;/ really only few work if any :P Meld does drain ur will apparently.. and Bump in the Night does fck all ;/ Can u actually try and fix it plz? :) Because this has some great skills but yyyyyea.......
FAT WANZER 18 Sep, 2019 @ 8:39am 
Can daybreak flame turned on and off? my sniper become permanently daybreak flaming all alien,while it is awesome it also sometime graze and fully dmg civilian teammates and even obliterate cover(which will be useful when wanting to push forward,)
N.C.V. 17 Jul, 2019 @ 4:39pm 
Can you update it to work with the new RPGO mod, since the mod maker changed a bunch of stuff about the mod?
Ze Dicker Max 8 May, 2019 @ 2:13am 
the lot of the skills aren't working right. The only time bump in the night works is when used conjunction with shadow strike
Digan 28 Apr, 2019 @ 9:42am 
Yea, i get same issue here, Bump in the Night does not seem to work for me ;/ Never conceals or gives any bloodlust ;/
AsariSpectre  [author] 22 Apr, 2019 @ 4:31pm 
@Cypress
When I tested it it worked. But I'm guessing that some of the other skills may be interfering? I noticed that when two skills do pretty much the same fundamentally only one of them triggers. However with the amount of specs out there it's pretty much impossible to determine what skill does interfere with what skill.
Jasonxla 22 Apr, 2019 @ 1:30pm 
@cypress I completed one play through with this mod and I am currently doing another. I believe most sniper abilities work. For the melee, the ability that gives a chance to attack again works, so does steal life. There is at least one time that bump in the night gives my soldier concealment but it's not consistent and I didn't get bloodlust. The ultimate perk of queen (refund action points after a kill) does not work for me during the last playthrough and I haven't got that far to test it this time.
Cypress, Master Spy of IKEA 22 Apr, 2019 @ 12:09pm 
Cont.

None of the blade passives work either. They don't apply acid or bypass armor, or steal life, none of that. The only abilities that work as functioning are Extinction Event, Mentor, and Mind Wrack. Tried both versions of Rising Tide, and tried purging ini files and starting fresh. Vanilla blades in secondary and primary slots, combat knives, spec ops knives, katana pack, shields, Shard Gauntlets, Ripjack, nothing will work for melee passives.

Is anyone else having any problems with this? Almost none of these perks are working for me.
Cypress, Master Spy of IKEA 22 Apr, 2019 @ 12:09pm 
Been playing for hours, across two playthroughs, I've found that most of these abilities do not work.

Teek does not grant visibility of enemy soldiers as advertised. Bump in the Night does absolutely nothing, at all. It says it grants bloodlust and conceals you if you kill someone. Gave it to my assassin soldier, does nothing. Shooting them, grenades, stabbing them from afar or getting adjacent first, nothing. Mind Meld does not grant any form of benefits or bonuses, using F1, it says it actually strips my soldier's will to nothing, even with a full-squad using it.
Jasonxla 15 Apr, 2019 @ 2:53pm 
thanks a lot :steamhappy:
AsariSpectre  [author] 15 Apr, 2019 @ 1:29pm 
@Acteon
Hmm, I thought I added it. Turns out I made a small spelling error so it wouldn't show up. I'll fix it in a bit, thanks for pointing that out.
Jasonxla 15 Apr, 2019 @ 12:43pm 
Have played this mod for a while and it's great. The only problem I have is that I noticed the squaddie ability for the melee class is called slash(berserker) but the squaddie ability in the original mod is Bump in the Night. Is there any reason for this change? Bump in the night gives stealth and bloodlust stack which is needed for a lot of following abilities, while slash(berserker) is just an ordinary melee attack and does not really make sense to have it again. Is it possible to bring the original squaddie ability back? Thanks for your work
AsariSpectre  [author] 11 Apr, 2019 @ 2:39pm 
@Cypress
Hmm, some may. But some may not as they may be dependent on the slot the weapon is equipped in and the shard gauntlets are primaries while usually melee weapons are secondaries.
Cypress, Master Spy of IKEA 11 Apr, 2019 @ 12:28pm 
Wanted to ask, will the abilities that improve melee weapons work for the Shard Gauntlets? Running the Shard-Wielder add-on for RPGO too, want to use them in tandem.
GUA 5 Apr, 2019 @ 6:37pm 
Thank you, sir.
AsariSpectre  [author] 5 Apr, 2019 @ 2:54pm 
@GUA
If they weren't required in the original mod, they aren't required here.
GUA 4 Apr, 2019 @ 7:43am 
Are psi amps in secondary required?
AsariSpectre  [author] 3 Apr, 2019 @ 8:04am 
Neat!
Silly Serpent 3 Apr, 2019 @ 7:09am 
Okay, as you suggested I kept RT: The Program enabled instead of Rising Tides and I think it's actually working :D Rebuilt a soldier and the abilities show up neatly at the very bottom, 4 rows for each of the 3 Ghost classes.
AsariSpectre  [author] 3 Apr, 2019 @ 5:51am 
@Aceton
Thanks! Just updated it with your numbers :)
Jasonxla 3 Apr, 2019 @ 5:49am 
@ DatWeirdAsari not at all. Hope more people use this fun mod :)
AsariSpectre  [author] 3 Apr, 2019 @ 5:44am 
@Acteon
Nice. Mind if I incorporate that with the next update?
Jasonxla 3 Apr, 2019 @ 5:04am 
I manually edited the ini so this mod can be used with RPGO new perk order mod. If anyone else want to do that, go to this mod's config/xcomRPG.ini and change all specialization's order numbers to numbers above 1270 (like 1300, 1301, 1302...).
AsariSpectre  [author] 3 Apr, 2019 @ 3:56am 
@AzureTerra
Yup, forgot to add that part in the description at first :)

@Sir Serigala
Hmm, I'm not familiar myself with The Program, but if we assume it uses the same class names and ability names? It could work. You'd probably have to try it by simply disabling the Rising Tides mod and running it with the Program mod instead and see if you actually get the abilities that way. Can't say for sure.
Azure 3 Apr, 2019 @ 12:43am 
Misunderstood what they were and now see what i thought was a bugged thing is the addition of the squaddie perks
Silly Serpent 2 Apr, 2019 @ 6:14pm 
Love me more RPGO abilities, but this does mean I'd have to decide between having a few potentially overpowered custom soldiers and resistance order cards that would benefit the campaign as a whole (additional card slots for all factions ftw) as enabling Rising Tides would conflict with The Program version. I don't suppose it's possible to pull the class abilities from the latter instead?
Dev 2 Apr, 2019 @ 4:41pm 
@Acteon you can use the rebuild soldier RPG console command in order to give the new perks to your existing soldiers.
Jasonxla 2 Apr, 2019 @ 1:41pm 
damn I just started a new rpgo playthrough today. I should wait a little longer so I can use this mod from the beginning. I wonder if it will mess up my specialization's order with the new perk order mod (probably will)