XCOM: Chimera Squad

XCOM: Chimera Squad

Create and Share Mods
Create your own enemies, characters, weapons, maps, and other content to expand XCOM: Chimera Squad. Mods are created by and for the XCOM community and are not officially supported by Firaxis or 2K.
X-Com Modding Primer?
Where does one start when it comes to X-Com modding?

I assume given the absolute DELUGE of X-Com mods in general, and that Chimera Squad uses the same code as X-Com 2, there must be a wealth of information somewhere, and it must apply to Chimera.

I plan on several mods eventually, but my first is what I HOPE to be an easy one. I'd like to give weapons personality. Character. Attributes that leave you saying "This is X situation, I'd like to use Y, as it's best suited" or even "This is X situation, I'd like to use Y, but it's not best suited, so I'll use approach Z", as opposed to the current model, which is just "I sure wish everyone used the shotgun".

Again, fingers crossed that's easy. I figure I can do that with just numeric swaps and adding bonus attributes, but as I opened, I have no idea how to do that, and was hoping there was some primer I could peruse.

Any help would be greatly appreciated.
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Showing 1-3 of 3 comments
geoffhom 3 8 Jun, 2020 @ 6:02am 
Yeah, the reddit is good, if anything because it has a link to a Discord where a lot of XCOM 2 modders go.

I've only modded in CS and had issues finding relevant info. Partly that's because I was more interested in code changes than cosmetic changes. And partly it's because the SDK changed from XCOM 2 to CS. Now it uses Visual Studio Code. Anyway, there are also a lot of videos apparently for XCOM 2 modding.

First steps would be to download the CS SDK and look at the included Quickstart. When you run into an issue you can't solve via google, then post to the Discord, Reddit, and here. Good luck! Also, if there's a particular mod that does similar to what you want, you can firstly download the mod's code to see how it works, and you can message the creator.

I would definitely try to make your first mod as simple as possible. E.g., try to do just one numeric swap OR one cosmetic change and publish it. If it does nothing useful, that's fine. Mods can stay hidden on Steam, so no one will see your messy mod until you want them to.
FreeFormSage 9 Jun, 2020 @ 10:50am 
Thank you both! That'll be more than enough to get started.

Your help and generosity is greatly appreciated.
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Showing 1-3 of 3 comments
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