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You need the SDK to change UnrealScript, the game only reads the .u
You can't just add values into a .ini and expect the game to know what to do with them.
If there's not a pre-existing variable you can edit in the .ini, you'd need to rewrite and compile the mod yourself.
ActionPointCost = new class'X2AbilityCost_ActionPoints';
ActionPointCost.iNumPoints = 1;
ActionPointCost.bConsumeAllPoints = true;
ActionPointCost.DoNotConsumeAllEffects.AddItem('Holotargeter_DoNotConsumeAllActionsEffect');
Template.AbilityCosts.AddItem(ActionPointCost);
So, instead maybe I should change 'ActionPointCost.bConsumeAllPoints = true' to false? It won't make the ability free, but instead cost 1 AP. I would instead prefer change 'ActionPointCost.iNumPoints = 1' to 0, but I fear that it will make the ability re-usable infinitely during the same turn it's being used...
RAPID_TARGETING_ACTIONPOINTS = 1
RAPID_TARGETING_IS_FREE_ACTION = true
RAPID_TARGETING_ENDS_TURN = false
Here on Win11:
Documents\My Games\XCOM2 War of the Chosen\XComGame\Config
AML settings aren't stored there but mods that use MCM will be, sort on Create Date is best way to find the Firaxis ones. Or use AML to start the game with the -regenerateinis argument, but exit and make sure you remove it.
So by accessing documents > XcomGame > Config: Clearing them out entirely?
The mod settings that I have in particular will be saved due to AML Launcher even if I clear the config folder, right?