XCOM 2
[WOTC] Repurpose Abilities
238 Comments
Joker_Newbee 30 May @ 7:26am 
@Boundir
Thanks for the quick answer. I will try your hint.
One of my remarks was wrong (may i not concern enough): The ability has no own damage, only apply effects, so it works how intended. But for the activation it uses the primary weapon instead of the utility item, so i hope i can change this with your ability editor.
I used your Ability Editor Mod earlier (in other cases) and it worked very well.
DPK[???_????] 25 May @ 7:12am 
+Abilities=(TemplateName=Soldier, AddAbilityName=(CloseCombatSpecialist))
gives all my soldiers close combatspecialist in LWOTC, some of the custom classes don't have this OP skill.. I need to something OP in lwotc..
Sest 18 May @ 10:35pm 
So, I'm a big fan of the aoe melee overwatch ability glaives have.
Do you think by attaching this ability to a melee weapon like a sword, will allow that sword to do the same melee overwatch?
Boundir  [author] 12 May @ 4:57pm 
@Jojer_Newbee
Ability Editor lets you change the slot.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1789085465
Joker_Newbee 11 May @ 4:49am 
I have following issue: I had give an ability to an item, which is equipped in the utility slot. The ability itself also comes from an utility item.
But when i use the ability in a tactical mission, than the ability is assigned to the primary weapon and not to the item. Maybe this causes that the ability does not the expected damage (other effects work).
Is there a possibility to assign the ability to the related slot? Or are there some other hints to solve this problem?
Boundir  [author] 9 May @ 1:41am 
Can you elaborate? I'm not sure I understand what you mean.
Joe Marotta 8 May @ 8:02pm 
Can an ability to used as a template. So an ability adds yet another ability. I would assume if it is for an enemy, it should be a passive ability or it would never be used.
Boundir  [author] 18 Feb @ 3:10am 
Probably something to do with the ability itself then. Check if it works using my other mod to create abilities to grant stats boost. If it works then the LW2WotC_AlphaMikeFoxtrot ability must have some conditions to apply.
Vesaene 17 Feb @ 8:14pm 
It's a long shot, and I know it's using a modded ability, but I'm stumped. I added this:

+Abilities = (TemplateName=HeavyPoweredArmor, AddAbilityName[0]=LW2WotC_AlphaMikeFoxtrot)

It gives +4 attack to the primary weapon. What's odd is the ability is showing up. I can mouse over the icon and the tooltip does populate. However, the +4 damage isn't being added. I thought maybe you needed to assign it to the primary weapon so I tried:

+Abilities = (TemplateName=HeavyPoweredArmor, AddAbilityName[0]=LW2WotC_AlphaMikeFoxtrot, ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)

Still no dice. Any thoughts on what I could maybe try?
Joker_Newbee 4 Feb @ 8:42am 
Yeah, for safe coding i want the response of the Author, so thank you for the quick Answer.

You give the same answer for your Ability Editor. And it seem that for the Ability Editor the answer is right.

But for the current mod i tested the suggested notation and it worked.
So maybe this will be an additional notation with a better readability. Also it make it easier to copy lines, e.g. for different tiers of items.
Boundir  [author] 4 Feb @ 8:27am 
+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName[0]=Perk1, AddAbilityName[1]=Perk2)

or

+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName=(Perk1, Perk2))
Joker_Newbee 4 Feb @ 5:25am 
For some kind of game style (get abilities with referred items) i want to add several abilities. For better reading in the ini.file: can i add the abilities in separate lines like below?
+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName[0]=Perk1)
+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName[1]=Perk2)
+Abilities = (TemplateName=NameofItemTemplate, AddAbilityName[2]=Perk3)
vinistrifezza 31 Jan @ 9:06am 
thank you so much, again :D
Boundir  [author] 31 Jan @ 6:23am 
Go to localization files and search for the in game displayed name. The header will be the internal name.
vinistrifezza 31 Jan @ 4:46am 
Does anyone know how to find out the name of an item or skill (in this case, I'm referring to the name that the item or skill is mentioned in the files), whether from a mod or from the base game?
There are some items that don't have very fixed references regarding them in the .ini files, in addition to some skills that are like this.
I need this to know the name of mod items, such as the 40mm cannon from Titanfall, which is not known in the ini files.
I wanted to know in a more general way if there is an easy way to do this, especially because I intend to do something crazy and transform the proximity mine into an item that does not break the Reaper's or anyone else's concealment.
I also need to find out the name of the mine's detonation skill, since it is this that removes the Reaper's concealment.
For future projects, knowing some way to find out the name of these skills and items would be good.
I thank everyone and especially the creator of this wonderful mod
Boundir  [author] 27 Jan @ 3:44pm 
Enjoy your game!
vinistrifezza 27 Jan @ 3:42pm 
thank you very very very much
Boundir  [author] 27 Jan @ 1:40pm 
It's ChosenShotgun_CV, ChosenShotgun_MG, ChosenShotgun_BM, ChosenShotgun_T4 and ChosenShotgun_XCOM for the XCOM one
vinistrifezza 27 Jan @ 12:38pm 
hey master, hello again XDXD

I have an idea to add skills to the chosen weapons... and I wanted to add skills to the shotgun (Arashi) that are part of another mod (Mitzuruti Perk Pack, I think that's the name of the mod)...
I added these two lines to try to add these perks that are part of this mod... however, these skills don't appear in Arashi. Any ideas or warnings? :D

+Abilities = (TemplateName=ChosenAssassinShotgun, AddAbilityName[0]=GrimyBuckshot)
+Abilities = (TemplateName=ChosenAssassinShotgun, AddAbilityName[0]=MZBurialShot)
Haywire 14 Oct, 2024 @ 1:10am 
@Bronze Inkwell You need to call it TemplarBladestorm if you want it to always hit. 😊
jovieandzack66 30 Jul, 2024 @ 4:35pm 
I tried with the space and it still isn't in there.
Boundir  [author] 30 Jul, 2024 @ 3:51pm 
It's in fact "Repurpose Abilities". Needs spacing my bad. You're in the right place.
jovieandzack66 30 Jul, 2024 @ 3:42pm 
I checked the logs and I noticed that there weren't any occurrences of "RepurposeAbilities", is there something I'm forgetting, or am I looking in the wrong place? (I've been looking in the "Launch" text file)
Boundir  [author] 30 Jul, 2024 @ 3:15pm 
What do you mean ? You can check the logs for occurrences of "RepurposeAbilities" and see if it applies to your list of abilities. First troubleshooting is linked to reddit and will give you infos on where to find logs.
jovieandzack66 30 Jul, 2024 @ 2:28pm 
That is probably the problem, how do I go about fixing it?
Boundir  [author] 30 Jul, 2024 @ 4:15am 
Does the log find the templates ?
It goes everywhere: units, armors, weapons and items.
jovieandzack66 29 Jul, 2024 @ 9:17pm 
So I have this so far,
+Abilities = (TemplateName=AdvLightningReaverM2, AddAbilityName[0]=CoupDeGrace2)
+Abilities = (TemplateName=AdvLightningReaverM3, AddAbilityName[0]=Whirlwind2, AddAbilityName[1]=CoupDeGrace2)
+Abilities = (TemplateName=AdvShadowAssassinM2, AddAbilityName[0]=HardTarget, AddAbilityName[1]=LowProfile)
+Abilities = (TemplateName=AdvShadowAssassinM3, AddAbilityName[0]=Whirlwind2, AddAbilityName[1]=HardTarget, AddAbilityName[2]=LowProfile)
but looking with the f1 mod, I don't see any of the added abilities, can these only be put on the weapons?
Boundir  [author] 2 May, 2024 @ 3:00am 
+Abilities = (TemplateName=INSERT_TEMPLAR_WEAPON_HERE, AddAbilityName=(Bladestorm))
Bronze Inkwell 1 May, 2024 @ 5:58pm 
If I were to use this to try and give my Templar soldier Bladestorm, what command should I put in?
Boundir  [author] 10 Apr, 2024 @ 9:27am 
PsiOperative is a X2SoldierClassTemplate but this mod modifies Character templates.
You could remove the ability from the PsiOperative tree though. Look for it in XComClassData.ini iirc.
CisixBird 10 Apr, 2024 @ 9:08am 
I am trying to remove Domination from the PSI Operative, but for some reason it isnt working:
+Abilities = (TemplateName=PsiOperative, RemoveAbilityName[0]=Domination)
Boundir  [author] 7 Jan, 2024 @ 2:08pm 
Good question. My bet would be the ability persist but only because it's not something the base game does.
Lebowskichild 7 Jan, 2024 @ 11:37am 
Thank you for the reply @Boundir. I used the same listing format as your examples in the RepurposeAbilities.ini but it's good to know this simpler format.

I wonder, would you have any idea if this line would work?

+Abilities = (TemplateName=BattleScanner, AddAbilityName[0]=Battlespace)

It's an attempt to add a perk from A Better Barracks Perk Pack to the battlescanner utility item, that gives a soldier a larger sight range.

I'm trying it regardless, just wondered if you'd have insight into whether it would work and if the perk would stop working on a tactical mission if the battlescanner is thrown.
Boundir  [author] 7 Jan, 2024 @ 10:42am 
Looks ok. But then I don't know the template names nor the abilities.
Note that you can also use the other way to write your list of abilities:

+Abilities=(TemplateName=HeavyPlatedArmor, AddAbilityName=(IRI_Punch_Ability, IRI_Kick_Ability))

Can be simpler 👍
Lebowskichild 5 Jan, 2024 @ 3:45pm 
Hi @Boundir.

Could you tell me, would these lines be correct to add the Hand to Hand abilities from Iridars mod to the EXO and W.A.R. suits?

+Abilities = (TemplateName=HeavyPlatedArmor, AddAbilityName[0]=IRI_Punch_Ability, AddAbilityName[1]=IRI_Kick_Ability)
+Abilities = (TemplateName=HeavyPoweredArmor, AddAbilityName[0]=IRI_Punch_Ability, AddAbilityName[1]=IRI_Kick_Ability)
Boundir  [author] 23 Dec, 2023 @ 11:00am 
Works mid-campaign 👍
Funsam11 23 Dec, 2023 @ 8:16am 
Also sorry if this is a silly question, when I enter the code in the ini file. Do I need to start a new game or this can work during mid-campaign.
Funsam11 23 Dec, 2023 @ 7:37am 
Okay thanks for the suggestion I'm still pretty new to this.
Boundir  [author] 23 Dec, 2023 @ 1:12am 
No I don't think so. For XCOM units CharacterGroup is usually Soldier.
You can either add it in the skill tree or attach it to another ability/item the samurai has.
Funsam11 22 Dec, 2023 @ 2:01pm 
I use a Samurai class mod and want to add the Blademaster skill. Would this code work ; Add Blademaster ability to Samurai
+Abilities=(CharacterGroup=Samurai, AddAbilityName[0]=(Blademaster))
Selmo 2 Sep, 2023 @ 10:38am 
I spent a day for searching mods to switch armor HPs to shields. I almost gave up, but with this and your create stat abilities mod it was a childs play. Really thank you for this.
DukeBurger 24 Jul, 2023 @ 1:16pm 
Weird question is it better to attach perks to the unit directly or to their weapons ? or is it a case by case basis
(💢◣.◢) Syko 30 Jun, 2023 @ 1:49am 
I'm sorry but I'm a noob. how do I use this mod? I don't understand the instructions. I want to add bladestorm to Sparks.
Boundir  [author] 13 Dec, 2022 @ 9:53am 
I don't think I implemented this here. Look at WSR, there is a chance Iridar implemented it.
joshgasell 13 Dec, 2022 @ 9:07am 
Is there a way to add an ability to the all weapons of a particular category. I.E. : +Abilities = (WeaponType="rifle", AddAbilityName[0]=Suppression)? or do I need to have each individual weapon with the ability added?
Noname 5 Nov, 2022 @ 2:48pm 
@Boundir, 4rrakis. Yeah, It turned out that such a mod already exists ([WOTC] Restrict Weapon Upgrades).. My gratitude and apologises)
Noname 3 Nov, 2022 @ 3:54am 
U mean the file in my documents folder? Yes i just looked into it, there are such lines there: [0023.72] Repurpose Abilities: Added LW2WotC_WalkFire to AssaultRifle_CV
[0023.72] Repurpose Abilities: Added LW2WotC_WalkFire to AssaultRifle_MG
Boundir  [author] 3 Nov, 2022 @ 3:33am 
Do you have the log? It should say if it's attaching the ability.
Noname 3 Nov, 2022 @ 2:19am 
WalkFire ability from LW2 per pack also cannot be used on weapons (. Just not showing up.
+Abilities = (TemplateName=AssaultRifle_CV, AddAbilityName[0]=LW2WotC_WalkFire)
Noname 27 Oct, 2022 @ 4:19pm 
As for additional grenades in it, for my modded game ("More grenade mod") it's a bit too much..