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Specify in the file the abilities you want to change and what you want to change.
In the usage section of the description it says:
Usage
Can be used by other mods to modify existing ability templates by adding XComAbilityEditor.ini to the mod config.
Can be used by anyone willing to tweak his game even more.
When I search the XCom 2 folders, I find no XComAbilityEditor.ini file.
Do I need to add an XComAbilityEditor.ini file & then use Notepad++ to edit it with the guidance in your description?
Or does your mod create such a file somewhere that allows us to edit it to our hearts content?
If it does create a file, what is the file path. If we must create a file, where do I put it? I was thinking:
D:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config
Thanks again Boundir!
The game will look into all mods and DLCs Config folders when loading. Which means if it finds XComAbilityEditor.ini anywhere in any mod folder it will be read. In short, in your case, you will find the file from this mod in:
You can edit this file, make a local config mod, or create the ini file in your game files at
Or I can create my own XComAbilityEditor.ini file using your description instructions & put it in the folder: %USERPROFILE%\Documents\My Games\XCOM2 War of the Chosen\XComGame\Config ?
When I open the XComAbilityEditor.ini this is what I see in its contents:
[AbilityEditor.OPTC_Abilities]
; Examples:
; This will allow Ranger to have an action after Slash
;+Abilities = (AbilityName=SwordSlice, APCost=1, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Blademaster)
; Gives 9 charges of Scanning Protocol, is a free action and can be used every two turns
;+Abilities = (AbilityName=ScanningProtocol, Cooldown=2, Charges=9, FreeAction=true)
; Restoration grants 3 extra charges of Heals
;+Abilities = (AbilityName=GremlinHeal, Charges=2, BonusChargeWith[0]=(BonusAbilityName=RestorativeMist, NumBonusCharges=3) )
Do I just start making my own edits below this data or do I need to erase all of this & just fill in my edits as per the instructions in your descriptions?
Up to you to decide if you want to keep them or not. The examples are still in the description page anyway.
Same for the file location. If it's a folder read by the game then it's a folder you can put the XComAbilityEditor.ini in.
So, if I want a given ability to have 6 charges & be usable on every turn, then the formula would be:
AbilityName="Abilityname" , Cooldown=0, Charges=6, Endsturn=False, FreeAction=True
So for example:
AbilityName="GremlinHeal" , Cooldown=0, Charges=6, Endsturn=False, FreeAction=True
would give me 6 charges on Gremlin Heal, which I could use on every turn, it wouldn't end my turn to use it or cost an action point to use it, correct?
So I opened:
D:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1789085465\Config\XComAbilityEditor.ini with Notepad++
Here is what it looks like in there:
[AbilityEditor.OPTC_Abilities]
+Abilities = (AbilityName=GremlinHeal, Charges=2, BonusChargeWith[0]=(BonusAbilityName=RestorativeMist, NumBonusCharges=3) )
; Examples:
; This will allow Ranger to have an action after Slash
;+Abilities = (AbilityName=SwordSlice, APCost=1, EndsTurn=true, DoNotConsumeAllActionsWith[0]=Blademaster)
; Gives 9 charges of Scanning Protocol, is a free action and can be used every two turns
;+Abilities = (AbilityName=ScanningProtocol, Cooldown=2, Charges=9, FreeAction=true)
; Restoration grants 3 extra charges of Heals
;+Abilities = (AbilityName=GremlinHeal, Charges=2, BonusChargeWith[0]=(BonusAbilityName=RestorativeMist, NumBonusCharges=3) )
;LaunchPlasmaGrenade, AidProtocol, GremlinHeal, GremlinStabalize, RevivalProtocol, Restoration, Bombard, PlasmaBlaster, Shadow, Sting, Banish, RemoteStart, HomingMine, Claymore(Shrapnel), DeadEye, ThrowAxe, HailofBullets, Conceal, RapidFire, Wraith, SkullJack, SkullMine, Reload,
;+Abilities = (AbilityName=, Cooldown=0, Charges=6, FreeAction=true)
[0009.57] ScriptLog: Ability Editor loaded
[0009.57] Ability Editor: Patched GremlinHeal