XCOM 2
Raidey's Class Overhaul [Legacy]
70 Comments
Raidey  [author] 2 Oct, 2017 @ 4:40pm 
WOTC version is up. Let me know if there are any issues or questions.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1156019522
DigitalWizard 2 Oct, 2017 @ 3:33pm 
What incredible timing
Raidey  [author] 2 Oct, 2017 @ 3:32pm 
@DigitalWizard
Good news, I actually found the issue and have finished tweaking the trees to work with WOTC. I'm just about ready to upload the new version in a few minutes. Just note that I have incorporated the perks and weapons from the LW Secondary Weapons mod, you'll need that mod in order to use the WOTC version. Stick around!
DigitalWizard 2 Oct, 2017 @ 3:27pm 
Dang. II love this class mod, and was even in the middle of an ABA + this classmod campaign before LW2 got announced. It feels like just really simple but awesome changes- other classmods often feel like they try to add too much brand-spanking new stuff. But, if it's not gonna play nice with WotC then... rip me I guess.
DigitalWizard 24 Sep, 2017 @ 10:55am 
Any chance this would be compatible with War of the Chosen?
Raidey  [author] 9 Jul, 2017 @ 11:54am 
It is not, no. I'm waiting for the expansion before I touch anything else.
reinhartalvaro 8 Jul, 2017 @ 10:53pm 
Is this updated for LW 2?
Raidey  [author] 21 Jan, 2017 @ 7:59am 
@johny247trace
Sorry for the late reply.
I believe the mod is fairly well balanced and haven't heard otherwise.
By default the mod will not cause any newly obtained soldiers to be able to gain the vanilla classes. It does not affect old characters in any way, they'll still have the same vanilla classes and skills.
johny247trace 18 Jan, 2017 @ 9:48am 
How this mod affect random class asigment for my characters in character pool (those with preferd classes)
Will my character pool be compactible with this mod does it remove asigment of vanila classes to soldiers in my campain whitch uses this mod ?
johny247trace 18 Jan, 2017 @ 9:45am 
hello i am looking for mod whitch would give me more options and open new playstiles.:xcom2sharpshooter:

But i also need some ballance because i going for second playthrou (first i lose after 30 hours)
and i dont find out that in middle of game that some classes in game are totaly OP and chalenge is gone. Is this mod ok for this? Thanks
Rondo 9 Sep, 2016 @ 12:31am 
Just drop by to check on the status of this awsome mod. Almost finish with my current playthrough and wanted to see if there was any progress with this and Long War's Perk Pack.
V69 15 Aug, 2016 @ 8:44am 
FieldMedic is broken on my Medic
Raidey  [author] 6 Aug, 2016 @ 4:49pm 
@famouswolfe

Everytime you recruit a new soldier they're at a higher rank? That's weird. My mod doesn't do that though, maybe you have another mod that's making that happen?
famouswolfe 6 Aug, 2016 @ 2:20pm 
How do you train Psi Ops? It says I have to have rookiees but every time I recruit a new soldier they automatically jump in as a Cpl or higher.
Rude$t 13 Jul, 2016 @ 3:30am 
Should be interesting to see how the LW pack influences this overhaul.
Particularly, I'm interested in how the Assassin might change.
Raidey  [author] 9 Jul, 2016 @ 10:19am 
@Rondo
Wasn't even aware of it until you brought it up. There's a lot to go over, but I definitely think that's something I should look into.
Rondo 8 Jul, 2016 @ 10:19pm 
Hey, love your mod. Can't play without it. Now that LWS has released their Perk Pack, do you have any plans on incorporating their abilities to your classes?
Leaf 7 Jul, 2016 @ 3:17pm 
Excellent! Thanks you for your support over this mod, btw! It's really appreciated.
Raidey  [author] 7 Jul, 2016 @ 12:30pm 
@Leafback
Yes, and here's how. Go to this mod's folder (the location can be found in the description above, Step 2 of re-enabling vanilla classes) but instead of opening the config folder, open up Localization. Open XComGame.int with a text editor like Notepad++. Find the class you want to rename, and change the DisplayName value to what you want.

For example, to change the raider class you would find this:

[Raider X2SoldierClassTemplate]
DisplayName="Raider"

and then change it to

[Raider X2SoldierClassTemplate]
DisplayName="Bob"

Now the Raider class will be known as Bob in game. You can also change descriptions and other text this way.
Leaf 7 Jul, 2016 @ 1:09am 
Is there a way to change the names of the classes? I tried a simple Find+Replace on the .ini files and that didn't seem to work out.
The Clairvoyant 6 Jul, 2016 @ 1:13pm 
Well I'm stupid......Sorry for the trouble, also great mod!
Raidey  [author] 6 Jul, 2016 @ 12:12pm 
@Elysium2018
Check the description again. You may find what you're looking for. ;)
The Clairvoyant 6 Jul, 2016 @ 10:54am 
Hey man, do you think it is possible to make all these seperate as I like some but dislike others?
Raidey  [author] 2 Jul, 2016 @ 2:42pm 
@michael199310

Unless they totally changed the way custom classes work, which I can't imagine them doing, it should be fine.
michael199310 2 Jul, 2016 @ 12:00pm 
Will this work with Shen's Last Gift?
FusionMinstrel 22 Jun, 2016 @ 7:44am 
Just wondering if anyone else experiencing issues with flashbangs dealing 1 point of damage with this mod enabled. Works as usual without this enabled alongside 70-odd other mods.

I'm not convinced it's actually the mod at fault though, found a scrap of info with another in same position except his "faulty" mod was a different custom class mod. Still haven't found any solution yet
Raidey  [author] 20 Jun, 2016 @ 10:53am 
Should be.
Felix Fictus 20 Jun, 2016 @ 10:41am 
has this been updated to allow armor to function?
Crayon Flux 21 May, 2016 @ 3:06pm 
Ah! Thanks for the heads up. My own head must not have been working properly at the time. Too little sleep from playing too much XCOM. ; )
Raidey  [author] 21 May, 2016 @ 2:24pm 
@Crayon Flux
That's also in the description, just above the part that tells you how to disable classes, there's a section that tells you how to re-enable vanilla classes. :P
Crayon Flux 21 May, 2016 @ 1:43am 
@Raidey Thanks for letting us know how to disable specific classes in the description. However, I would like to keep the vanilla classes. How do I make sure they are not overridden or disabled?
Raidey  [author] 20 May, 2016 @ 11:39pm 
@Crayon Flux
You can just disable the classes you don't want.
Crayon Flux 20 May, 2016 @ 3:04am 
Can you please make all classes standalone mods? Especially the Raider, Medic and Outlaw. Just a request. Thanks!
DerBK 19 May, 2016 @ 1:35pm 
Oh, and i can also confirm that the new armors work as well. My last playthrough saw me using the Viper Suit on the Hitman and the Berserker Suit on a Raider.
DerBK 19 May, 2016 @ 1:33pm 
@Wotan:
My soldiers can use the new gear just fine, must be a problem on your end.

I especially like Boltcaster on the Medic (Who has to attack not as often and when he does, it's from the back) and the Hunter's Axe on the Hitman (so my sniper can move + shoot, even if it's only once per mission).

Having the Shadowkeeper on the already stealth centered Assassin is also a no brainer ;)
Wotan42 19 May, 2016 @ 12:16am 
This is a really great mod, and I very much like the classes, but none of them can use the new gear from the DLC, which is kinda a huge problem when we're talking about a mod that replaces all the old classes. Fix that, and this mod will be absolutely great. The classes feel well designed, and they work well in combat without being OP or underpowered. Have to unsub for now, though, because I really want to play the new DLC
DerBK 15 May, 2016 @ 5:56pm 
I wrote up some feedback, put it into a discussion thread so i don't need to dodecatuple post here due to character limit ;)
Raidey  [author] 12 May, 2016 @ 8:11pm 
@DerkBK Thanks for bringing this to my attention! Uploaded a new version which should fix it!

New Version also swaps the places of Return Fire and Fire Pistol in the Assassin class.
DerBK 12 May, 2016 @ 6:17pm 
Alrighty, here's the problem and the solution for it. Should be no big deal to update your mod to fully work again:

https://www.reddit.com/r/Xcom/comments/4j3gd6/list_of_broken_mods/d33erxb
DerBK 12 May, 2016 @ 5:40pm 
Hum. So i ran into a problem, probably related to changes with the new DLC. Don't know if it's fixable on your end, but that "Unequip Armors" button and your mod interact in a way that pretty much locked me out of my Ironman campaign.
The Button stripped my soldiers off all their armor, even their Predator Armor/Kevlar Vest. I can't re-equip them in the loadout screen because they now say that the item cannot be used by (for example) Hitmen.
And without Armors this game isn't really playable :/

I don't know yet if that is a problem that every class mod runs into or if it's somehow unique to your mod.

:(
PySickle 3 May, 2016 @ 10:17am 
@Datadagger Searching in comments instead of destription :steamfacepalm:
Thanks.
Datadagger 3 May, 2016 @ 10:13am 
@altiRezo if you go in class data config file he includes the abilty to restore to vanilla classes if you want
PySickle 3 May, 2016 @ 8:34am 
Can't say if this is mentioned or not, but i'm gonna say it anyways.
Can you make sepeate mods for those classes? Or maybe a mod that adds those classes but does not remove vanilla ones?
I am not crazy, I just have another mod that allows me to disable any class I want, and I want to combine some vanilla classes with those.
Thanks in advance.
Raidey  [author] 26 Apr, 2016 @ 12:03pm 
@kitmckatt
I would very much like to do that in the future! Haven't had a ton of free time lately to get back to it though, but I will try!

@DerBK
Thanks for the kind words! I agree, adding +2 shield may be the way to go rather than 3. I was a bit worried to touch anything related to .uc classes due to how new to modding I am, but now I know how easy it would be to create a less effective clone of the shieldbearer's ability.
DerBK 26 Apr, 2016 @ 7:33am 
After playing with this mod for a while, i have to say that it holds up to the first impression. Really well done. I think the Medic's shield ability is too powerful (I'll probably nerf it to just 1 point of shielding on my end), but other than that this feels much better than the vanilla classes to me.
kitmckatt 26 Apr, 2016 @ 1:06am 
An idea for the future: Add Guerilla Training School tactics for each of the new classes, or allow a Captain of the new classes to unlock the vanilla GTS class specific tactics :)
Elkstone 25 Apr, 2016 @ 4:57am 
Or yknow. Class Overhaul. That'd be a good name for it
DerBK 22 Apr, 2016 @ 8:33am 
Just wanted to say that i started a new campaign with this mod and I like the first impression i got. A lot, actually.

This is pretty much exactly what i am looking for in a class overhaul - no ridiculous and/or overpowered new abilities, just a reshuffling of vanilla stuff into new classes with a few tweaks here and there. Also everything in one mod instead of having an unconnected mess of random classes.

Well done. I really hope the classes play as well as the first impression suggests.

Cheers o/
kitmckatt 19 Apr, 2016 @ 9:32am 
Love the mod, there is one slight issue you might want to address in future. When a soldier gets a random perk from AWC, currently it can be a perk that they have/will get:
http://images.akamai.steamusercontent.com/ugc/271715193890782309/97FE4143868527D33B9F96C47BCF708F63B5AB29/

This soldier got Run and Gun from the AWC at the same rank as their only choice was also Run and Gun. The odds of this coming up must be quite small, but happened in my first game using your mod :D

Thanks,
Kit