XCOM 2
[WotC] Create Your Own Class Templates [Old, Unsupported]
8 LW1 Inspired Class Mods
You need Lucubration's Infantry Mod, Musashi's Infiltrator, Rising Tide classes, and Richard's class pack to use these skills, and Musashi's Primary Pistol mod for the Scout.

You can either replace the trees in Richard's original pack, and then disable the SWAT, Technician, and Mage classes, or put them somewhere in the CYOCT mod. I just overrite Richard's class pack because I don't want to deal with all of the green ";" notes that confuse my brain.

I'm not sure how this is going to copy & paste into here, I might put it into a pastebin instead.

https://pastebin.com/yYSmxyce

Also you must add/change their allowed weapons.
The Assassin uses primary sniper, secondary pistol.
The Gunner uses primary cannon, secondary pistol.
The Scout uses primary rifle & primary pistol, and secondary Gremlin.
The Demolitionist uses default kit.
The Rifleman uses default kit.
The Marksman uses default kit.
The Raider uses default kit (I think - shotgun, rifle, pistol).
The Medic uses primary rifle, secondary grenade launcher, and secondary gremlin.

This includes a more independent class within the 8 as well, the assassin. Focused on delayed returns to stealth, and exposed one-shot <> action reset cycle. It's more overpowered than the other classes, but that's primarily (and this is shared with all of them) because I haven't worked out proper progression tiers, just focused on key progression skills and at least 2 different pathway/builds within the three trees.

-edit
if any of the skills don't show up (blank slot) in game, check the code to see if I left any quotation " marks at the end of the skill chains, ie. (AbilityType=(AbilityName="Overdrive", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon")). Don't want the " before the last )).
Last edited by marshmallow justice; 7 Sep, 2017 @ 12:11am
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Helios2216 7 Sep, 2017 @ 1:38am 
How did you give the medic gremlin and launcher? and add them into loadout?
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