XCOM 2
[WOTC] Ability Editor
How to Use Mod
Hi there I am a bit confused on how to use this mod in general. Is it something we put in the console commands, or do I need to edit an ini file?

Basically, I want to be able to use any given ability once on every turn & edit the number of charges. Like having 6 rockets to launch or 6 healing protocols, etc.

How do I use this mod to do those things? Where do I input the data & how do I figure out what to input?

Thanks so much!
< >
Showing 1-15 of 25 comments
Boundir  [developer] 23 Nov, 2022 @ 1:14pm 
Originally posted by Samuraikan187:
Hi there I am a bit confused on how to use this mod in general. Is it something we put in the console commands, or do I need to edit an ini file?
Originally posted by Samuraikan187:
How do I use this mod to do those things? Where do I input the data & how do I figure out what to input?
Mod description should answer these really. I put some examples in there too. Feel free to ask if you have questions after you read it.
Samuraikan187 23 Nov, 2022 @ 4:25pm 
Oh I did read it & that's why I was asking. It looks like new console commands, but nothing explicitly says so. I am looking for a little more direct explanation than what's in the description. Thanks so much!
Samuraikan187 23 Nov, 2022 @ 4:30pm 
Yea & even going back to the description again, I see the ability editor ini portion, is that just a file to edit, is it another program or mod? I'm not super savvy on this stuff. I could use a paint by the numbers description please & thank you :)
Boundir  [developer] 24 Nov, 2022 @ 3:46am 
Yes you modify XComAbilityEditor.ini and adapt to your needs. No other program or mod.
Specify in the file the abilities you want to change and what you want to change.
Samuraikan187 24 Nov, 2022 @ 8:04am 
Ok, so 1st of all, thank you so much for being so responsive Boundir. Not sure if you like fielding all these questions, but I really appreciate that you're trying to help me because I really want to use this mod. A lot of devs will just put something out & then abandon any support for it & if you're lost like I am, you have to give up on a cool sounding mod. I'm afraid I'm still lost though.

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!
Boundir  [developer] 24 Nov, 2022 @ 12:14pm 
Thank you for the kind words. I'm trying to answer the most I can with the time I have.

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:

D:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1789085465\Config

You can edit this file, make a local config mod, or create the ini file in your game files at

%USERPROFILE%\Documents\My Games\XCOM2 War of the Chosen\XComGame\Config
Samuraikan187 27 Nov, 2022 @ 5:35pm 
Ok so, your/this mod allows me to use the instructions in your descriptions to edit the XComAbilityEditor.ini file located in the folder: D:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1789085465\Config in order to change abilities to my desire?

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?
Boundir  [developer] 28 Nov, 2022 @ 1:08am 
; are used for line comment. Lines starting with a semicolon won't be used by the game and have no use other than being examples/instructions.
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.
Last edited by Boundir; 28 Nov, 2022 @ 1:09am
Samuraikan187 28 Nov, 2022 @ 5:25pm 
Ahh ok. So if I put my 1st line of edit code under the examples, but don't put a semicolon in front of it, then the game will ignore the example lines & just read my code.

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?
Boundir  [developer] 29 Nov, 2022 @ 1:27am 
Everything being +Abilities=() to indicate you are adding an ability to be changed 👍
Samuraikan187 29 Nov, 2022 @ 5:35pm 
Ok, so I tried to put some edits together, but it isn't effecting the game at all. I even used 1 of your examples without making any changes to it but it still had no effect. What am I doing wrong?

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)
Boundir  [developer] 30 Nov, 2022 @ 2:51am 
Nothing looks wrong at first glance. See if your Launch.log file if you see a line pointing to AbilityEditor changing the ability.
Samuraikan187 30 Nov, 2022 @ 2:20pm 
Where do I find that file
Boundir  [developer] 30 Nov, 2022 @ 2:23pm 
%USERPROFILE%\Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs\Launch.log
Samuraikan187 30 Nov, 2022 @ 8:08pm 
This is the only reference to Ability Editor in the whole launch log:

[0009.57] ScriptLog: Ability Editor loaded
[0009.57] Ability Editor: Patched GremlinHeal
< >
Showing 1-15 of 25 comments
Per page: 1530 50