XCOM 2
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Skulljacks Unlimited
   
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13 Feb, 2016 @ 4:09am
13 Feb, 2016 @ 4:41am
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Skulljacks Unlimited

Description
This is an extremely basic mod that simply removes the 1-skulljack-per-soldier limit, based on my Grenades Unlimited mod. This was done entirely by request, and any effects that this may have on the game is between you and the deity of your choice.

So if you for some reason want to take two skulljacks on a single character, this'll let you do so. Be advised that this is pretty much a straight-up cheat, since it'll allow you to stack the +Hacking modifier, and perform up to 2 instant kills (or 4, on specific missions) on select enemies per mission. Be aware that this does cause some display issue(s) - see the attached screenshot for details. Each Skulljack will result in two independent ability icons each.

The mod was achieved by simply removing "UniqueEquipCategories=skulljack" under [XComGame.X2ItemTemplateManager] in XComGameData.ini.
10 Comments
TROCH22 30 Apr, 2022 @ 4:46pm 
I wonder if this works in 2022 with wotc?
Tyrant 23 Apr, 2016 @ 12:28pm 
mod no longer works
minich 22 Feb, 2016 @ 10:08am 
When using an additional skulljack, the UI to hack doesn't show up. I am able to hit the Enter key to make a hack happen, but I have no idea which one it's doing.
Arkan 20 Feb, 2016 @ 10:31am 
Since i am playing with 'increased enemy squads & pods size" and "enemies with better A.I." , it is nice to install this Mod as well! :DarkOphelia:
Juravis 19 Feb, 2016 @ 5:15pm 
I'd enjoy a "Skulljack has 2 charges per Skulljack" option on this!
Zero-Gabriel 17 Feb, 2016 @ 7:16pm 
I like Ebithril idea...
Krigsprästen  [author] 14 Feb, 2016 @ 2:04am 
@paulgsavill: I'm extremely far from being a skilled modder. This is, in fact, an extremely simple mod. It's literally the removal of a single line in a single file. It's unlikely I could answer any questions, really.
paulgsavill 13 Feb, 2016 @ 5:42pm 
You seem to be a very skilled modder. May I add you as a friend to ask a couple of questions?
Krigsprästen  [author] 13 Feb, 2016 @ 7:55am 
@Ebithril: Probably.
Ebithril 13 Feb, 2016 @ 7:25am 
Cool concept!

But wouldn't this potentialy be better solved and utelized with having the Skulljacks be unlimited uses per mission, but with a - somewhat - severe cooldown?

To imagine that the Skulljack uses an advanced internal powerstorage to function. And after each use it needs to recharge, but remain useable?

This is waht I personaly would find more thematicly fitting, usable and balanced.
For what it is though, it is a cool idea that never crossed my mind. (Simply for the fact that I so rarely use the skulljack out of storybased missions.) XD