XCOM 2
[WOTC] Item Editor
109 kommentarer
Lebowskichild 26. maj kl. 2:20 
Hi @Boundir. I was wondering if you could tell me, is it possible to use this mod to alter the availability of the WotC Tactical X4 mods item, so that it becomes a secondary weapon that can only be used by a specific class?

InventorySlot - String
Optional - Place occupied by this item.
Accepted values:
SecondaryWeapon

I see this setting, however I am unsure what other information I would need to add to maintain the functionality of the C4, whilst changing it to a seconary weapon.

Could you advise?
Joe Marotta 16. mar. kl. 7:28 
Could this be used to auto upgrade items based on tech level? For example, using mines. Start off with base damage. When certain tech is complete, add more damage automatically? How would 3rd tier tech work when 2nd and 3rd are both in effect?
vinistrifezza 6. mar. kl. 4:57 
Hey guys
Does anyone know how to give more armor to the alien armor? I tried and it didn't work :(
vinistrifezza 27. jan. kl. 9:39 
Thx man, really! :D
Boundir  [ophavsmand] 27. jan. kl. 8:56 
Use Ability Editor mod or PowerUp console command
vinistrifezza 27. jan. kl. 8:39 
hey man, can you tell me how i can modify the claymore?
I wanted to make it not consume an action to be cast, and so that it wouldn't end the turn either... my idea is to throw several claymores and explode them in the same turn XXD
My doubt is because I already know that the claymore is impossible to be modified by the game's ini files normally... I modified most of the weapons and items in the game by the ini files, however, the claymore seems to be immune to everything XD
Boundir  [ophavsmand] 26. juni 2024 kl. 14:38 
@Peluceus Donmian, weapon damages are usually in config already so I didn't add the option in the mod.
Peluceus Donmian 26. juni 2024 kl. 14:22 
Can I use this to edit damage? Seems I can modify the stats of whatever weapon I want except the damage
wilnemo35795 5. nov. 2023 kl. 19:13 
@Boundir What is thew template name for an elerium core?
ZJwh5S 4. maj 2023 kl. 8:35 
@Boundir

I see. Thanks for the info.
Boundir  [ophavsmand] 4. maj 2023 kl. 4:46 
Stats on armors are handled with abilities. You could replace the ability by your own using a combination of mods (Repurpose Abilities, Create abililties: stats).
Create the ability with the bonus in mobility. Attach it to HeavyAlienArmorMk2.

Stats on weapons are usually exposed to their respective config.
ZJwh5S 4. maj 2023 kl. 1:15 
@Boundir

I read the documentation in the description of this mod as well as your comments and RambelZambel's comments from 2021/03/28 and it doesn't look like there was a way to specify the value of stat to increase. And this mod's most recent update was in 2019.

If there's a way to specify the value of stat to increase (e.g. amount increased by PCS or mobility increase for an armor as in Layth36's example), please provide an example. Thanks.
Boundir  [ophavsmand] 3. maj 2023 kl. 8:41 
I think most stats are already exposed to config
ZJwh5S 3. maj 2023 kl. 0:58 
@Layth36

I don't think it is possible to specify the value with this mod.

I have been using the Armor and Vest Config mod for awhile for armors and vests. Please take a look:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1129753213

In XComArmorConfig.ini, you will need an entry like this:

+ArmorList=(ItemName=HeavyAlienArmorMk2, AbilityName=HeavyAlienArmorMk2_Chrm, \\
hp=7, shield=0, armor=2, mob=1, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false, heavyweapon=true, abilities[0]=Ragestrike, abilities[1]=RagePanic)

The "mob=1" is your movement bonus.
Layth36 28. dec. 2022 kl. 17:52 
Hi, so I'm trying to add a mobility bonus back to the RAGE suit/armor since it was removed in LWOTC.
I tried "+Items=(TemplateName=HeavyAlienArmorMk2, eStat_Mobility=1)" but it didn't work.
What would be the proper format for it?
Moisesjns 28. nov. 2022 kl. 9:55 
not currently using this mod, but just want to say i LOVE the preview picture
TheProtofire 18. juni 2022 kl. 22:49 
Can bBypassShields also be applied to weapons?

+Items=(TemplateName=AssaultRifle_LS, bBypassShields=true)
Aoykav 26. jan. 2022 kl. 18:03 
i am trying to make smg's/bullpups use only one action point and not end turn for any soldier not just a skirmisher without affecting the assault rifle ending turn. does anyone know how i can go about doing this?
Loel Lyons 22. jan. 2022 kl. 9:52 
So Im trying to make Frag Grenades cost 2 supply each, and destroyed on use like the Overdrive Serum. Am I on the right track, or am I missing something?

+Items = (TemplateName=FragGenade, InfiniteItem=False, CanBeBuilt=True, OneTimeBuild=false, OneTimeBuild=GiveItem, ItemRewards=(FragGrenade), RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName"Supplies", Quantity=2))))
Albino Blacky 2. jan. 2022 kl. 14:55 
Is there a way to give more than 1 instance of the item when building from engineering? e.g. LWOTC, I want building basic scopes to give me with 2 instead of 1 basic scope, is it possible with itemrewards array or not? e.g.

+Items=(TemplateName=AimUpgrade_Bsc, OnBuilt=GiveItem, ItemRewards[0]=AimUpgrade_Bsc, ItemRewards[1]=AimUpgrade_Bsc, ItemRewards[2]=AimUpgrade_Bsc, ItemRewards[3]=AimUpgrade_Bsc, ItemRewards[4]=AimUpgrade_Bsc)
zachary.deca.stl 3. okt. 2021 kl. 22:08 
Wow, sorry about that Sometimes i'm kinda dumb, Still rather new to the game and somehow hadn't noticed that. i appreciate you getting back to me though.
Boundir  [ophavsmand] 1. okt. 2021 kl. 0:16 
Isn't that default behavior, minuq finite items? When you get a soldier they always come with a loadout according to their class.
zachary.deca.stl 30. sep. 2021 kl. 19:58 
If i want to make all items Finite, but be giving an Assault rifle when i Recruit a new Soldier could that be done?
Bearalaika 30. aug. 2021 kl. 18:02 
Nevermind I figured it out, I had to add the startingitem line as well to disable them.
Bearalaika 30. aug. 2021 kl. 17:49 
So I'm trying to disable some of the armours from the armours of the imperium mod, and it doesn't seem to be working, I did essentially this for each armour.

+Items=(TemplateName=BasicApothecaryArmor, DontGiveItem=true)

but they're still appearing in my inventory on game start.
djvandebrake 8. juni 2021 kl. 16:31 
One useful note for those using PointsToComplete - it appears Engineering generates 5/hour. So a 120 point item will take about 1 day to complete; 8 hours is 40 points. I do not know for certain whether this number gets adjusted by facilities yet.
djvandebrake 6. juni 2021 kl. 12:25 
Thank you!
Boundir  [ophavsmand] 6. juni 2021 kl. 12:11 
Schematics are from research projects if I remember correctly. I think I suggested keeping schematics to have the correct images but you can use the item just fine. There is an example in the pinned discussion.
djvandebrake 5. juni 2021 kl. 21:02 
I would like to use this to make all items finite and craftable, but I am not understanding something. What is the difference between editing, for example, AssaultRifle_MG and AssaultRifle_MG_Schematic? It seems like I should be changing the item itself but in previous comments you have recommended changing the schematic, except AssaultRifle_CV (for example) doesn't seem to have a schematic.
MaCC165 28. mar. 2021 kl. 10:37 
Yea, thanks, removed mindshield from mindshield, gaveit lw2 "will to survive"(removed cover bonus and increased will), and dense head trait(fall asleep when mindcontrolled), so no disorient protection, and u can still panic, think mindshield disable a whole gamemechanic is op
Boundir  [ophavsmand] 28. mar. 2021 kl. 4:06 
I may need to add more properties to make it happen. PowerLevel seems like a good fit here.
As a workaround you can add an ability that adds Will to the item. I have 2 others mods that lets you do that.
You can also look at WSR if Iridar added the feature.
MaCC165 28. mar. 2021 kl. 2:24 
What do i have to write for the new statvalue?for Example +50Will.
+Items=(TemplateName=Mindshield, StatsToBoost[0]=Will, and what comes next?
NEPTUNE IN SAGITTARIUS 14. feb. 2021 kl. 20:04 
+ITEMS=(TEMPLATENAME="ASSAULTRIFLE_CV",STARTINGITEM=FALSE,INFINITEITEM=FALSE,CANBEBUILT=TRUE,TRADINGPOSTVALUE=25,\\
COST=(RESOURCECOSTS[0]=(ITEMTEMPLATENAME="SUPPLIES",QUANTITY=50)))

CanBeBuilt, like this.[0][1][2][3][4][5][6],The text format must be like this.
黄金矿工 29. sep. 2020 kl. 0:11 
So how to use it? Are there any shortcut keys
Boundir  [ophavsmand] 16. juli 2020 kl. 1:22 
Where you can. Pastebin for example.
白眉鹰王 15. juli 2020 kl. 15:05 
Yes, I did. Where can I upload?
Boundir  [ophavsmand] 11. juli 2020 kl. 23:08 
Did you include the header ?
Maybe upload your file so I can take a look.
白眉鹰王 11. juli 2020 kl. 15:51 
I literally just copy and paste your example code in the ini file, but the PCS focus does not grant any Psi stat bonus. I comment out your description line like "Grant Psi stat bonus to Focus PSC as well as Will". Still doesn't work.
neIVIesis 6. juli 2020 kl. 8:44 
Thanks for the feedback, I get all parameters to work, except the CanBeBuilt, items do not show up in the workshop. But I ended up settling for single items firearms that do not need to be build, which after some consideration suits my head canon.
Boundir  [ophavsmand] 4. juli 2020 kl. 1:13 
You must be missing CanBeBuilt.
Also if WP_REACHSNIPER is a weapon SquadUpgrade won't have any effect. It only affects Schematics. Same for ItemRewards.

+Items=(TemplateName=WP_REACHSNIPER, StartingItem=false, InfiniteItem=false, HideInInventory=false, CanBeBuilt=true, OneTimeBuild=True, RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName="Supplies", Quantity=5), (ItemTemplateName="AlienAlloy", Quantity=0))))

Try this.
neIVIesis 3. juli 2020 kl. 15:17 
@Boundir So on starting a new game, I don't see this item available to be built as a weapon on the Workshop

;Halo Medley
+Items=(TemplateName=WP_REACHSNIPER, StartingItem=false, InfiniteItem=false, HideInInventory=false, OneTimeBuild=True, SquadUpgrade=false, OnBuilt=GiveItem, ItemRewards=(WP_REACHSNIPER), RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName="Supplies", Quantity=5), (ItemTemplateName="AlienAlloy", Quantity=0))))
EvilPolygons 6. juni 2020 kl. 5:48 
@Boundir: The problem is that the base game weapon tiers DO upgrade individual items from one tier to the next, while the modded weapon tiers do not. I don't know if that's intentional or a bug with his mod, but it's completely inconsistent.

It also creates a huge mess in the inventory (old weapons with attachments stuck in them) that only gets worse every time you go up a tier. Regardless, thanks for the info.
Boundir  [ophavsmand] 6. juni 2020 kl. 0:23 
Imo it's intended behavior. You're buying a new weapon. The original is still there.
And no this mod won't be able to change it by itself. You will need to change the OnBuilt with a custom one.
EvilPolygons 5. juni 2020 kl. 20:47 
Could this mod be used to fix the weapon upgrades in "Weapon Tier Overhaul for War of the Chosen (Add Coil and Lasers anywhere)"? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1275622993

Individual weapons in that mod don't upgrade properly from one tier to the next...so, for example, when you research lasers and build the project in Engineering, none of your existing weapons w/ attachments will upgrade to laser weapons. It's a huge flaw in an otherwise great mod.
JimmyTheCannon 28. maj 2020 kl. 13:38 
Excellent. By any chance do you know anything about what template name the Ballistic shield (From the mod) would be, and/or what parameter would be necessary to add the Alien Hunters axe's throwing ability to it?

Trying to get a Marvel vs. Advent campaign going (if I can get the game to run with the mods I've thrown together) and would love to be able to throw Cap's shield.
Boundir  [ophavsmand] 28. maj 2020 kl. 13:09 
Individual
JimmyTheCannon 28. maj 2020 kl. 13:00 
Does this work for individual items or an entire item class?
RedDobe 11. maj 2020 kl. 20:41 
Cool, thanks.
Boundir  [ophavsmand] 11. maj 2020 kl. 19:29 
If you want to prevent Battlefield Medicine research to upgrade already purchased medikit you need to modify BattlefieldMedicine template, which is a X2TechTemplate. Not covered by this mod.
You will need to modify ResearchCompletedFn
RedDobe 11. maj 2020 kl. 18:14 
Or do I need to do this? +Items=(TemplateName=Medikit, DontGiveItem=True)