XCOM 2
RPGO Butterfly Specializations
39 Comments
Penny 17 Apr @ 12:37pm 
This is a bit of a necro I suppose but for those who want the abilities to also apply to swords (or any melee classified as "sword"):

In the XCom Mod Launcher (which you should be using tbh), and select this mod. On the bottom section of the screen, you'll see a row of tabs(Info, Readme, Inspect, etc.), with one being Config. Select that tab, and from the dropdown list, select XComRPG.ini. You'll see a bunch of lines like this:

+AbilityWeaponCategoryRestrictions = (AbilityName=ABCXYZ, WeaponCategories=(wristblade, combatknife))

(Where ABCXYZ is just the ability in question)

Just add, under WeaponCategories, sword after wristblade and combatknife (with a comma separator). You can do this with basically any mod that has abilities tied to specific weapons, but obviously do this at your own risk.
Ozy 19 Jul, 2022 @ 4:10pm 
Damn I must be illiterate because I didn't see the whole "not *these* combat knives, *these* combat knives" thing.
Sever 19 Mar, 2022 @ 8:55pm 
Specifically, the Blademaw abilities. I would like to use swords with them, but not sure how to make that happen.
Sever 19 Mar, 2022 @ 8:55pm 
I am also curious how one could make these abilities work with a sword. Any help would be greatly appreciated!!
Lumiere 24 Nov, 2020 @ 2:53pm 
OR, if I wanted to make these abilities work with a 'sword', how would I do that?
Lumiere 21 Nov, 2020 @ 3:56pm 
What about the specops combat knives?
Oberon 16 Jun, 2020 @ 3:03pm 
Is there any way for me to make the abilities compatible with swords, or specifically the Katana Reloaded mod by Musashi? Your abilities are perfect for a certain character I'm making except she doesn't use knives
Amigφ 10 May, 2020 @ 2:47pm 
Lol I had no idea the vibroblade was the upgrade for the combat knife. I have so many mods running that I don't even know what is what anymore. Thank you.
Mitzruti  [author] 10 May, 2020 @ 10:44am 
@Amigφ
Pretty sure the schematics for Vibroblade and Advanced Vibroblade are unlocked by the same autopsies as the ones for swords. Although it's possible other mods might change that.
Amigφ 10 May, 2020 @ 1:41am 
How do you upgrade the combat knife? Does it even upgrade?
signofjustice 19 Apr, 2020 @ 6:28am 
Nevermind, it moved around in the order. My bad.
signofjustice 19 Apr, 2020 @ 6:18am 
After the most recent RPGO update I only have access to the Field Surgeon specialization.
Mitzruti  [author] 19 Mar, 2020 @ 8:39am 
@Motivated
There is a skirimisher spec, the first skill unlocks the ability to equip ripjacks.
Motivated 18 Mar, 2020 @ 10:00pm 
I have these specializations equipped but still can't equip a ripjack? Is there a step im missing.
rastraman 8 Mar, 2020 @ 6:32am 
Blademaw and Surgeon skills doesn't work with tier2 combat knife. Only tier1. Icons not even showing. Alloy knife doesn't work too.
CP5 24 Feb, 2020 @ 1:51pm 
Mixing these skills with the boat load of other rpgo classes i've got running has made for some very interesting classes. If you're running the hive i would suggest big game hunter with the blade maw in particular but just overall really fun. Also wanted to chime in about the summoner by saying that commanding some of the aliens savage creatures could be an interesting idea as well but whatever mod you come up with next is probably already going right into my load order.
GrimAtrament 24 Feb, 2020 @ 7:10am 
Ya I found that out as well.
Mitzruti  [author] 22 Feb, 2020 @ 6:56pm 
@KingoftheSnorlaxes
SpecOps combat knives are actually swords. because reasons?
KingoftheSnorlaxes 22 Feb, 2020 @ 4:58pm 
Im having a problem where the Spec Ops knives from the pack made by musashi do not have access to these abilities even though they are in the class "combatknife", is that a bug or are they not compatable?
GrimAtrament 18 Feb, 2020 @ 11:31pm 
are the fang abilities limited to the ripjack?
VoidLight 13 Feb, 2020 @ 9:33pm 
Cultists class or something.. focus around summoning/commanding demons (by sacrificing your ho or an allies hp),cursing opponents (debuffs), and draining the life force of your does ( to aid in the heal cost of spells, attacking/self defense).

Would even be cool if you made a staff weapon or make use of such weapons/tools less popular like the holotargeter to direct the demons attacks.
廣東陳奕迅 13 Feb, 2020 @ 7:40pm 
as far I known,there are advent Officer and Necromancer two class that have the abilites can summon reinforcements.and the bio division made by CX has already modifed the summon abilities for advent.
Mitzruti  [author] 13 Feb, 2020 @ 7:33pm 
@Void Light @𝕯𝓲𝓰𝔞𝓷
I've been kicking around summoner ideas for a while, but haven't settled on anything yet.
Digan 13 Feb, 2020 @ 3:59pm 
Honestly as @Void Light said, it would be finally nice to have a class that basically does Summons by calling in reinforcements by either some units or maybe some mechanical summons, mini tanks or something that maybe would be AI controlled? I have not seen a class like that xept for the Officer class but that is lacking quite abit, there is also the necromancer but still missing the "Commander" feel to it, or "summoner" :) Id love to see a Summoner of some sort make a jump in Xcom for some new and intresting ways to play ^.^
VoidLight 13 Feb, 2020 @ 11:57am 
Any chance you can make a specialization (or item) centered around calling in reinforcements or summoning smaller/disposable units to fight for you?
廣東陳奕迅 13 Feb, 2020 @ 6:52am 
I added the code myself and the perk order looks well again
Mitzruti  [author] 13 Feb, 2020 @ 6:38am 
@陆战型皮皮虾
bstar prolly hasn't updated New Perk Order with it yet. He's aware of the new specs, but he's been busy.
廣東陳奕迅 12 Feb, 2020 @ 11:56pm 
found the reason. with use the mod rpgo new perk order.should make sure this mod is ordered under that one.or this mod's abilities will not appear.
廣東陳奕迅 12 Feb, 2020 @ 11:23pm 
this three speicalization did not appear in the skill list....I used the console command RebuildSelectedSoldiersClass .the other RPGO mod which were made by you works well.
VoidLight 12 Feb, 2020 @ 8:13pm 
So it is reasonable, thanks!
Mitzruti  [author] 12 Feb, 2020 @ 8:05pm 
Enemies immune to poison should be immune to zombification.
Control Undead has a few extra restrictions, like no large units (that is, take up multiple tiles), chosen, or psi-immune... because unlike other mind controls it bypasses mental immunity (needed so it could work on lost)
VoidLight 12 Feb, 2020 @ 7:53pm 
Ah, paired with gravekeeper that would be devastating, which also comes with an ability to mind control an undead so i can technically take control of any unit?

Also does the zombifiy status get applies to things that are immune to poison like an advent mec?
Mitzruti  [author] 12 Feb, 2020 @ 7:45pm 
It makes them considered undead for skills like Silver Fang. The Gravekeeper spec or anybody equipped with Silvered Rounds can also take advantage of it.
VoidLight 12 Feb, 2020 @ 7:34pm 
Also what do you mean by "zombified" does the target turn into a lost or psi-zombie on death or something (sounds crazy if so lol).
VoidLight 12 Feb, 2020 @ 7:33pm 
@Mitzruti

Thanks for the fast reply. I glad to have more melee glaive skills.

3 skill is enough since the other 2 skill breaches would be the focus, and since kill points are limited it works out just fine.
Mitzruti  [author] 12 Feb, 2020 @ 7:16pm 
@Void Light
Infected, Silver and Health Heist are also available to glaives (and Flurry of Knives isn't). but I think having only one or two skills open in a line isn't high enough to justify mentioning them as allowed weapons for a spec.

In theory, you could open up more in the config, but Like A Scalpel and Float Like A Butterfly's restrictions are hard coded.
VoidLight 12 Feb, 2020 @ 7:06pm 
@Mitzruti

So with the Glaive (which is a primary weapon) I can only access the "Blademaw" skills/perks?
廣東陳奕迅 10 Feb, 2020 @ 6:38pm 
great
Star¤Dagger 6 Feb, 2020 @ 9:25pm 
Thumbs Up!

Verily I say unto you, RPGO is the Way and the Light!