Maybe it was the radiation, or the bullet to your head, but you feel like you're noticing things that others can't see. Perhaps you're going crazy. Or perhaps ... you're becoming a Psyker. You should take the Psyker trait in character generation to make use of this mod. New perks and abilities will become available.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This mod incorporates Yukichigai's "Unconscious Looting" search function (https://www.nexusmods.com/newvegas/mods/38204), which is used by general permission and with my thanks. (use the "E" activate command on unconscious enemies, then choose "search") The psionic resources in this mod are mine, but I learned how to build them by examining "Project X7 - Psionics - Not magic" (https://www.nexusmods.com/newvegas/mods/54952) by sorrynameused
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Changelogs
Version 2.0
Changes Psyker weapon animation and makes all Psyker weapons quests items.
Version 1.5
Adds Spontaneous Combustion and Flame Strike to the Pyromaniac perk list. Increases effectiveness of Telekinetic Push.
Version 1.4
Addresses problems with the robes in 1.3. Adds new weapons to the holdout list.
Version 1.3
Adds new armors, based on robes and hoods
Version 1.2
Adds "Lethal Telepathy" at Psionic Mastery level, and includes optional Glowing Ball Replacer.
Version 1.1
Adds more documentation - "Using Psyker Abilities"
Maybe it was the radiation, or the bullet to your head, but you feel like you're noticing things that others can't see. Perhaps you're going crazy. Or perhaps ... you're becoming a Psyker. The immediate benefits of being a Psyker are small. A little more perception, a better awareness of your enemies, that's about it. But as you advance in level, if you take the Psyker perks you can gain powerful Psionic weapons and aids. You should take the Psyker trait in character generation to make use of this mod. As you advance, new perks will become available; you'll need the ESP perk at level 2 to begin. Each perk will open up new abilities, and make later perks available. The "Psionic Mastery" perk is available at level eighteen; you will need all the other Psyker perks to get it.
To maintain game balance in a character path which has some very powerful abilities, I've tried to make it costly. You'll need to spend ten Perk points altogether to reach Psionic Mastery, and you'll use up lots of stimpaks mastering psionic skills. You'll also find that most of the more powerful psionic weapons have a large blast radius. If you're close to the target you can easily blow yourself up; or your companions, or the neighbors.