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XComGameData_WeaponData.ini
There you'll see the damage tables for the two invisible weapons used by Half-Sword and Warden's Tide.
.ini file refers to Warden's Tide as WardenPush. You can change their damage numbers here. However I'd suggest leaving their DamageTypes alone, it could cause weird interactions with units like Mutons or Sectoid which have counterattack abilities or vulnerabilities. Up to you of course.
I suppose I could add a config option where the shield can last for more than 1 turn and follow the Warden around, I think that would be hilarously overpowered though :) I'll include it with the update hah.
\steamapps\workshop\content\268500\1537495115\Config
Open up "XcomClassData.ini" in there and you'll see a section:
[Warden X2SoldierClassTemplate]
there are two lines in there:
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="bullpup")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")
add your preferred weapon there.
After that go into "XComGameData.ini"
you'll see a line starting with:
+Loadouts=(LoadoutName="SquaddieWarden"...
you can add your preferred weapon there to make it available as soon as a rookie gets promoted to Warden.
How to add weapons that are added by other mods:
To add a weapon to Warden's AllowedWeapons list, the thing we are looking for is the weapon category. For example to add an assault rifle to the AllowedWeapons list we simply need to type in "rifle" so it will look like:
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
"rifle" is the name of the weapon category all assault rifles belong to (conventional, magnetic etc.)
So what you are looking for in this case for your custom weapon added by a mod is their specific weapon category.
Those categories are defined in the game by a single line of code:
Template.WeaponCat
so for Assault rifles it is: Template.WeaponCat = 'rifle'
You'll need to find your custom weapons category in the mods files (it usually starts with X2Item, base game defines its weapons in X2Item_DefaultWeapons.uc)
Open up their X2Item.uc file with a text editor and search for "Template.WeaponCat" that way you can find it out and add that weapon via XcomClassData.ini .
Also I don't remember if the weapon itself uses "skirmisher shot" or there is a function that checks for a specific weapon before it applies the effect. Unfortunately in either case it isn't very easy to change. One would have to alter either the weapon to use "skirmisher shot" or alter the WOTC base game function that checks for the weapon.