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It's been years since I looked into modding XCOM 2, but your issue may be down to the game needing each vanilla class to be replaced (ie. you need 4 new classes). This is down to the game starting with each of these classes in the first mission and the way classes are spawned for the pool of soldiers in game. Comment out each of the vanilla classes and replace each with a copy of your Grunt class, so you'll have 4 of the same class, but the game will only care that there is a class for class replacement.
There's more details in guide a created.
@darkace77450
Also check the guide. It will explain what you're looking for.
All the best
Guide link
Have you got this mod, or any of Richards other mods working?
What exactly are you trying to do; is it a replacement class or a new class?
What abilities do you want the class to have and have you researched them?
I can't even get the bloody mod making thing to work and I feel like I'm just better off giving up TT^TT
Here is what I have:
+SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="SkirmisherStrike")),\\
(AbilityType=(AbilityName="LW2WotC_DenseSmoke")),\\
(AbilityType=(AbilityName="LaunchGrenade", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
),\\
+SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)),\\
(AbilityType=(AbilityName="LW2WotC_AreaSuppression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)),\\
(AbilityType=(AbilityName="Suppression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)),\\
(AbilityType=(AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))\\
),\\
The class i created based on these templates can use it for overwatch and pistol skills like faceoff and fanfire, but not for fireing it directly.... I checked the sharpshooter class for clues but did not find any extra there that would make it work.
A little late but if you're still wondering how to fix, view my guide. It explains what you need to have in place and also answers a few other questions I'm sure you'll have.
This is a great mod but some players don't understand the advice written into the code needs removing for it to work.
Good luck
; squaddie
+SoldierRanks=( AbilitySlots=( (AbilityType=(AbilityName="FieldMedic", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
(AbilityType=(AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)) \\ ;REQUIRED SQUADDIE PERK
),\\
aStatProgression=((StatType=eStat_Offense,StatAmount=10), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1), (StatType=eStat_Will,StatAmount=5)) \\
)
+SoldierRanks=(AbilitySlots=((AbilityType=(Return Fire)), \\
(AbilityType=(Justice)), \\
(AbilityType=(Chain Shot)), \\
(AbilityType=(Deadeye)) \\
),\\
However this still will not work as you need to apply the ability to a class, mostly either a primary or secondary weapon. Sometimes you don't. It depends on how the ability is coded to work. For instance (AbilityName="ReturnFire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon). This allows a sharpshooter to use their pistol for return fire, but it wouldn't make sense on a gremlin as there are no animations, or a sword as you would use Bladestorm for the range.
Check my guide on customising soldiers for more info here
; squaddie
+SoldierRanks=( AbilitySlots=( (AbilityType=(Return Fire)), \\ ;REMOVE ";" before (AblityType=()), to add ability here
(AbilityType=(Justice)), \\ ;REMOVE ";" before (AblityType=()), to add ability here
(AbilityType=(Chain Shot)), \\ ;REMOVE ";" before (AblityType=()), to add ability here
(AbilityType=(Deadeye)) \\ ;REQUIRED SQUADDIE PERK
),\\
It may require having one weapon modded to a primary weapon. An alternative may be to use one of the mods that allows psi abilities without a psiamp and have that soldier class also use a gremlin. They would also need a primary weapon.
Another possible option is to use iridar's WSR to swap the psi-amp to a primary weapon. I'm not sure if that's possible though.
Yes. In the XComClassData.ini file each of the soldier templates have a primary and secondary weapon allowance. Like this AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")
Add another line with each weapon you want directly.
@Masafumi & @initium Thank you very much for providing good comments.
Thanks to you guys helping others, I managed to format it correctly as well.
Use this mod to choose which classes you want. It will not stop reward soldiers or black market soldiers being a Sharpshooter or ranger though.
Mod link
For exemple i want only one ranger and two sharpshooters in my entire run.
Thanks.
Just as a word of advice. When using another persons mod to add abilities to your custom class you need to check that the ability and weapon assignment is correctly named internally.
By that I mean "ShockProtocolRS" rather than "Shock Protocol", which you see in the game, is used in your custom class ini file.
Also that the weapon assignment is correct, which may mean no weapon such as
AbilityName="Shadow", ApplyToWeaponSlot=eInvSlot_Unknown
You can find this out by using the SDK to look at the mods uc files, even if the mod author has forgotten to make the correct naming and assignment available. Well hopefully they have =)
Thanks! got it to work
Here is the ability list: https://docs.google.com/spreadsheets/d/1O1w1HQljLVaVBAipiN6i5Cj4k1qvRi6ANnoCeGkOeps/edit#gid=0
Close combat specialist is - LW2WotC_CloseCombatSpecialist
Worked for me when I used it!
I am using Favid's Long War 2 port.
I tried to check the files to see if the ability existed but couldn't find a list. Maybe I'm looking in the wrong place?
If you want an ability from a mod then you need to subscribe and activate that mod.
Also remember it needs to be a WOTC mod. Are you using Favid's Long War 2 port ?
+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="LightningReflexes")), \\
(AbilityType=(AbilityName="CloseCombatSpecialist", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=4), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))
That worked perfect. Thank you!!
Copy and paste
Should be good to go. The problem is by adding all the "; Remove this... " at the end of your line you interrupt the code as it hasn't finished what's inside the ()
This guide might help you. It expands on Richard's great work.
Guide is here
+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="PistolStandardShot", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
(AbilityType=(AbilityName="LW2WotC_WalkFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(AbilityType=()), \\
(AbilityType=(AbilityName="LW2WotC_PrecisionShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))),\\
aStatProgression=((StatType=eStat_Offense,StatAmount=5), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=1), (StatType=eStat_Will,StatAmount=5)))
Anyone know how to fix this?
Here is the class data file on ini:
https://github.com/rdcardon/Xcom-Class-Mod
However if you have the tutorial missions running that award you a Reaper and a Skirmisher I'm not sure what would happen. Probably a conflict of some kind. I believe if you deselect the tutorial missions at the start of your campaign you will be fine with your new Faction heroes replacing the old ones, as per instructions given by Richard.
A word of caution. If you use another persons mod make sure you play it first to check all the abilities work as you expect, and you deselect both the vanilla and the custom class from appearing in your game, otherwise you'll get your class and the class you're borrowing the abilities from appearing together.
Anyway, thanks for your time!
However now you have explained better what you're trying to do, I think it will require a mod of it's own because this mod only helps you build a soldier class which is available from the start of the game. What you're suggesting is a specific strategic layer, possibly in covert actions, to change a soldier class to your soldier class for completing the covert action. This mod does nothing to alter that game mechanic.
AFAIK RealityMachina and -bg- have made good mods that change covert actions, so that may be a good place to look how they modded the game.
Definitely ask in Discord or Reddit for help.
Good luck
I'll try to ask there, if/when I make sure the actual class works...
Not sure how much help this is to you. I managed to replace Ranger, Sharpshooter, Grenadier and Specialist vanilla classes using this mod, but I couldn't use the bHasClassMovie=true as the game would freeze. So they never truly felt like a replacement.
I assume if all you're doing is replacing the ini entries with variations of other mods that exist then it would work.
Try asking this question on Discord XCom2 Modding forum.
I've noticed you have re-titled all your mods to being unsupported. Are you leaving the XCom2 scene for pastures new?
Would you allow others to take over your great mods?
(Not me - I'm nothing more than an ambitious ini tinkerer)