XCOM 2
[WOTC] Iridar's Template Master - Configuration
63 Comments
Joker_Newbee 11 May @ 4:08am 
I have some issues with damage: for the second time built a template with your mod. All parameters seem to work, but the weapons does no damage.
Either i use the line
+Edit_X2WeaponTemplate = (T = "MyweaponTemplate", P = "BaseDamage", V = "4")
nor the line
+Edit_X2WeaponTemplate = (T = "MyweaponTemplate", P = "BaseDamage", \\
Damage = (Damage = 4, Spread = 1, PlusOne = 0 , Crit = 3, Pierce = 999, Shred = 0, Tag="", DamageType = "Electrical"))
the weapon have no damage in tactical missions. So what i do wrong?
Stukov81-T.TV 10 Feb @ 7:47pm 
Template Master can definetly do that, but it can lead to some problems. in your case the main thing is i think that the servos would no longer go into the vest slot
CyniksteR 10 Feb @ 7:08pm 
Would I be able to use Template Master to edit an item's category from "Defense item" to something else?
The conflicting mods I have in mind are the Walker Servos and Reinforced Underlay Plus, which grants defensive items a configurable bonus. But it also applies the bonus to the Walker Servos, due to them being classed as defensive items. I'd like to change the Walker Servos to just be regular utility items.
Iridar  [author] 15 Dec, 2024 @ 2:48pm 
You can create several subfolders inside your Config folder and have a config file inside each subfolder. You can look at my Five Tier Weapon Overhaul as an example.
Synovia 15 Dec, 2024 @ 2:46pm 
Is it possible to put Edit/Create statements in config files other than the two standard provided files?

Jamming them all into those files is creating some maintainability/organizational issues in my project - but they don't seem to get picked up if I put them in other .ini files
AlShegardy92 23 Oct, 2024 @ 8:33am 
Thank you for the reply, oh great god of Xcom modding Iridar.

I will try to research it more
Iridar  [author] 22 Oct, 2024 @ 2:42pm 
This command wouldn't do anything. Normally all weapons that have upgrade slots can mount any weapon upgrade, it takes special script to disallow it. Most likely you just need to give some upgrade slots to it. Keep in mind that abilities must be specifically set up in order to benefit from weapon upgrades, so there's no guarantee the weapon upgrades would do anything when attached to a sawed off.
AlShegardy92 22 Oct, 2024 @ 11:38am 
i still cant figure out how to be able to use weapon attachments to other wepons.

i tried using

+Edit_X2WeaponUpgradeTemplate = (T = "CritUpgrade_Sup", P = "CanApplyUpgradeToWeaponFn", V = "sawedoffshotgun")

but still the sawedoff wont accept any upgrades
AlShegardy92 18 Oct, 2024 @ 2:13am 
Hey Iridad. Thanks for your continues godlike modding.

I am unable to figure out how i can allow the LW2 secondary item "Sawed off shotgun" to be allowed to have scope and crit and hairtrigger weapon upgrades.

I know how to let it have upgrade slote, i just dont know how to allow upgrades into these slots
Iridar  [author] 30 Apr, 2024 @ 1:27pm 
@everyone
Template Master has been updated with functionality to create and edit ability trees and stat progression for soldier classes. This is something you can do with base game config, but it's super annoying due to overcomplicated syntax. Template Master simplifies things. Usage is explain in documentation.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2363090327
MalteseFalchion 7 Apr, 2024 @ 3:32pm 
@Iridar

Yeah, that tracks with things. I'm still practically a noob to mod config, let alone coding as in-depth as yours. Love your mods!
Iridar  [author] 7 Apr, 2024 @ 3:26pm 
@MalteseFalchion
Editing Src files is pointless, they're shipped just for reference, actual mod's code is stored in compiled form and you would have to recompile it for any changes to take effect. In other words, you'd have to make your own mod that does what you want to do.
MalteseFalchion 7 Apr, 2024 @ 3:22pm 
@Iridar

Ah, darn. Thanks for your prompt response. The previous poster talked about "X2FacilityTemplate" and I guess I thought that that one was included despite not being on the main mod description, therefore countries could also be included.

Also, thanks for pointing out that templates can't be deleted. Taking the metaphorical hatchet to template creation in the flag mod's scripts, config, and Src wasn't able to remove specific flags so I'll just have to weigh how much I want to clog my nationalities list.
Iridar  [author] 7 Apr, 2024 @ 3:16pm 
@MalteseFalchion
Currently not. The list of templates the mod can work with is listed in the main mod's description.

It's not possible to delete templates, period.
MalteseFalchion 7 Apr, 2024 @ 2:43pm 
Is this mod able to affect X2CountryTemplate? For example, if I download a mod that adds like 50 nations/flags but I only want 3 of them, can I use this to delete the other templates and prevent them from showing up?

Something like:
+Edit_X2CountryTemplate = (T = "the name of the template", OP = "Remove", V = "the name of the template again")
Copper Boltwire 20 Jan, 2024 @ 11:26pm 
Nevermind - Documentation just haven't been updated. Not a big issue. Trial an error
Copper Boltwire 19 Jan, 2024 @ 11:50pm 
Either I missed it, or it's not yet possible, thus i request the ability to please edit X2FacilityTemplate & X2FacilityUpgradeTemplate - Thanks for a great mod.
wilnemo35795 12 Jan, 2024 @ 1:29pm 
There is a mod that adds tier three grenades that you get upgraded to automatically when you complete the research, but I want to make the tier 3 grenades single build, what edits would I make to the template?
Svarty 29 Aug, 2023 @ 7:37pm 
Many thanks again :D
Iridar  [author] 29 Aug, 2023 @ 7:11pm 
@Svarty
You're using the wrong file and the wrong commands, written with errors. But all of it doesn't matter, because template master cannot change the number of upgrade slots on non-weapons, but it can be done through config for Highlander, you don't need any other mods for that.
Svarty 29 Aug, 2023 @ 2:34pm 
I can't get my thing to happen. It could be other mods or something, so I wanted to check I'm doing the right thing here.

This goes in the "XComTemplateCreator.ini" file?
+Edit_X2ItemTemplate = (T = "KevlarArmor_DLC_Day0", P = "NumUpgradeSlots", V = "3")
+Edit_X2ItemTemplate = (T = "GrenadierKevlarArmor", P = "NumUpgradeSlots", V = "3")
+Edit_X2ItemTemplate = (T = "KevlarArmor", P = "NumUpgradeSlots", V = "3")

... and that's all I've done so far. Do I delete all the other files that aren't to do with armour, or just leave them?

All I want to do is change the number of slots. Nowt else. :)
Iridar  [author] 11 Jan, 2023 @ 2:30am 
@ArcticJack
Labels are hardcoded into template master.
ArcticJack 10 Jan, 2023 @ 9:41pm 
So having created a mobility-only ability, that now exists in the aether, to add it to a weapon seems simple enough, just slap it down between the other abilities, but I was wondering if it were possible to add that effect to be displayed in the soldier stats in the barracks. The following seems to be the string of terms to add the correct effect:

+Edit_X2WeaponTemplate = (T = "*Weapon_Name*", P = "UIStatMarkups", OP = "AppendNoDup", UIStatMarkup = (StatModifier = *#*), V = "MobilityLabel")

, and just add it to an existing 'XComTemplateEditor.ini'. Though I am a bit confused as to where it would pull that 'MobilityLabel' from.

Other mods add two lines of code directly into the weapon build, but since this uses a completely different way to build weapons that doesn't seem to be an option.
Stukov81-T.TV 19 Dec, 2022 @ 10:10am 
viewing doesn't actually need to modding tools. UE Viewer let's you see existing ones. But just view. For adding images you need the modding tools
Iridar  [author] 19 Dec, 2022 @ 12:43am 
You need the modding tools to view existing images and import new images.
TheProtofire 19 Dec, 2022 @ 12:39am 
I want to add an image to an item I created with this mod. Is there somewhere in the files I can get images from the game or can I just upload images from my computer?
Iridar  [author] 13 Dec, 2022 @ 11:41pm 
It cannot be done directly. What you can do is create a passive ability with Boundir's Ability Creator, and attach it to a weapon using Template Master.
ArcticJack 13 Dec, 2022 @ 9:51pm 
So I've been digging through what I can find in this mod and associated mods, and I think the answer is 'no', but I was wondering if it was possible to add a mobility modifier to a weapon using this system as it is now?
Dęąth Viper 27 Oct, 2022 @ 6:33pm 
Didn't realize you had detailed instructions sorry for sounding stupid on the other page. Have a good night man! And thanks again for making this master piece
lordabizi 8 Oct, 2022 @ 12:10pm 
ok, very good, thanks for clearing that up!
Iridar  [author] 8 Oct, 2022 @ 12:09pm 
@lordabizi
That's right, but support for every struct var needs to be explicitly hardcoded by me.
lordabizi 8 Oct, 2022 @ 11:59am 
ok, so with struct variables you can do (T = "MyTemplate", P = "StructVariable", StructVar=(....)) (for example like with costs), but with arrays you can't do (T = "MyTemplate", P="ArrayVariable", ArrayVariable = (....)) (or even ArrayVariable = (ArrayVariable[0]=....,ArrayVariable[1]=....) )

Is that correct?
Iridar  [author] 8 Oct, 2022 @ 11:47am 
@lordabizi
P is property, V is value. A singular value, you cannot assign several members to it with one line. If you need to add several members, you make several lines. Syntax shown by Stukov is correct.
lordabizi 8 Oct, 2022 @ 11:35am 
Kind of similar to Stukov's question, but is the following syntax also correct for adding items to the ItemReward of a tech?
+Edit_X2TechTemplate = (T = "AdvancedLaserWeaponsTech_LW", P = "ItemRewards", ItemRewards = ("Shotgun_LS", "Cannon_LS","SniperRifle_LS"))
or is the ItemRewards needs to be a V=?
Stukov81-T.TV 20 Jul, 2022 @ 1:06pm 
Thank you Iridar
Iridar  [author] 20 Jul, 2022 @ 12:59pm 
@Stukov81-T.TV
The research template in question must have an OnResearchComplete (or something like that) delegate assigned that will actually do something with the ItemRewards array.
Stukov81-T.TV 20 Jul, 2022 @ 12:44pm 
i have tried
+Edit_X2TechTemplate = (T = "SKV_MitzrutiFocus", P = "ItemRewards", OP = "AppendNoDup", V = "SKV_MitzFocus")

but apparently that is not doing what i want. my plan is a Research that gives you 1 item after completing the research.

Any hints what i did wrong?
Jess 19 Jun, 2022 @ 5:56pm 
Thats ok thanks anyway :)
Iridar  [author] 19 Jun, 2022 @ 11:13am 
@Jess
Hi. Sorry, but I can't do personal walkthroughs for everyone who asks. This mod has documentation. If it's too complicated, try using Weapon Skin Replacer, it works similarly and has a special command for changing weapon category.

In your case, changing weapon category is the easiest thing you can do to achieve what you want. The downside is that axes will no longer benefit from melee weapon breakthroughs.

The alternative, without the downside, is to make your own and control who can equip axes through script.
Jess 19 Jun, 2022 @ 8:40am 
Hi im using LWOTC and was looking to make axes their own weapon cat so i can make it that only select classes can equip them instead overyone who can equip swords can. Would you be able to help with that or is there a better way to get that result then changing the weapon cat? Thanks :)
lordabizi 4 Jun, 2022 @ 10:18pm 
That was my guess... thanks for the answer!
Iridar  [author] 4 Jun, 2022 @ 10:17pm 
No, it cannot do that.
lordabizi 4 Jun, 2022 @ 10:00pm 
There is the bit that allows you to add x2effects to weapons. Can I use it with an effect that doesn't live in its own class, but is created inside an x2ability_abilityset class? (Specifically I'm thinking about StingGrenadesEffect from LW2 perk pack for WOTC)
lordabizi 18 Apr, 2022 @ 1:09am 
Thank you, that worked, although I also had to swap the "AddHitChanceModifierFn" property with the dummy template.
Iridar  [author] 18 Apr, 2022 @ 12:29am 
You also need to remove the "GetBonusAmountFn" delegate. But Template Master cannot do it directly.

You need to create a dummy X2WeaponUpgradeTemplate, and copy the "GetBonusAmountFn" from the dummy template to the scope template.
lordabizi 18 Apr, 2022 @ 12:25am 
I'm trying to remove the aim bonuses from scopes, I tried putting this line

+Edit_X2WeaponUpgradeTemplate=(T = "AimUpgrade_Bsc", P = "AimBonus", V = "0");

But it still shows +5 aim in tactical (on the attachment itself it says +0 when viewing in the armory).

What am I missing?
tac 4 Jan, 2022 @ 9:18pm 
Ah okay thanks for the heads up
Iridar  [author] 4 Jan, 2022 @ 5:08pm 
@tac
That property of the gremlins exists in X2GremlinTemplate, which cannot be edited by this mod currently.
tac 4 Jan, 2022 @ 3:45pm 
I'm having an issue using this. I'm trying to make gremlins have a greater healing bonus with tech tier, similar to the gremlin revamp mod, but with only that aspect added in. I have written the following line in TemplateEditor and in the section for loading last:

+Edit_X2WeaponTemplate = (T = "Gremlin_BM", P = "HealingBonus", V ="4")

This should make the sectopod gremlin heal for 8 instead of 6, but it still heals for 6. Looking in the log, it says that HealingBonus is an unknown property.

Any help would be appreciated!