XCOM 2
WotC Katana Pack Reloaded
ArcticJack 15 Dec, 2022 @ 12:56am
Ninjato & Poison
There's a thing where T1/conventional ninjato doesn't have the option to poison, but T2, T3, and 'T4' do. To fix this requires editing the src files, however this step-by-step should theoretically fix this as long as you have the one required program and understand how to use 'Ctrl + F'.


1) Using Notepad or Notepad++, go to ".../Steam/steamapps/workshop/content/268500/1123865738/Src/KatanaMod/Classes/X2Item_Katana_Weapon.uc"

2) Search for:
var config int NINJATO_CONVENTIONAL_STUNCHANCE; var config string NINJATO_CONVENTIONAL_ARCHETYPE;

3) Replace it with:
var config int NINJATO_CONVENTIONAL_STUNCHANCE; var config bool NINJATO_CONVENTIONAL_POISON; var config string NINJATO_CONVENTIONAL_ARCHETYPE;

4) Search for:
if(default.NINJATO_CONVENTIONAL_STUNCHANCE > 0) { Template.SetUIStatMarkup(class'XLocalizedData'.default.StunChanceLabel, , default.NINJATO_CONVENTIONAL_STUNCHANCE, , , "%"); Template.BonusWeaponEffects.AddItem(class'X2StatusEffects'.static.CreateStunnedStatusEffect(2, default.NINJATO_CONVENTIONAL_STUNCHANCE)); } if (default.NINJATO_CONVENTIONAL_PANICCHANCE > 0) {Template.BonusWeaponEffects.AddItem(class'Musashi_Status_Effects'.static.CreatePanickedStatusEffectChance(default.NINJATO_CONVENTIONAL_PANICCHANCE));}

5) Replace it with:
if(default.NINJATO_CONVENTIONAL_STUNCHANCE > 0) { Template.SetUIStatMarkup(class'XLocalizedData'.default.StunChanceLabel, , default.NINJATO_CONVENTIONAL_STUNCHANCE, , , "%"); Template.BonusWeaponEffects.AddItem(class'X2StatusEffects'.static.CreateStunnedStatusEffect(2, default.NINJATO_CONVENTIONAL_STUNCHANCE)); } if (default.NINJATO_CONVENTIONAL_POISON) {Template.BonusWeaponEffects.AddItem(class'X2StatusEffects'.static.CreatePoisonedStatusEffect());} if (default.NINJATO_CONVENTIONAL_PANICCHANCE > 0) {Template.BonusWeaponEffects.AddItem(class'Musashi_Status_Effects'.static.CreatePanickedStatusEffectChance(default.NINJATO_CONVENTIONAL_PANICCHANCE));}

6) Next, go to ".../1123865738/Config/XComKatanaMod.ini"

7) Search for:
NINJATO_CONVENTIONAL_DISORIENT = false NINJATO_CONVENTIONAL_ARCHETYPE = KatanaPkg.Archetypes.WP_Ninjato_CV

8) replace with:
NINJATO_CONVENTIONAL_DISORIENT = false NINJATO_CONVENTIONAL_POISON = false NINJATO_CONVENTIONAL_ARCHETYPE = KatanaPkg.Archetypes.WP_Ninjato_CV



On its own, this fix does nothing but lessen my anxiety, and provide the *option* to now have your T1/conventional ninjatos cause poison effects. To actually enable the poison effects on the weapons:

9) Inside ".../XComKatanaMod.ini" find all 4 "NINJATO_(tech level)_POISON = false" and change the 'false' to 'true'.
Last edited by ArcticJack; 6 Jan, 2023 @ 9:37pm