XCOM 2
Accurate Swords
How To Add DLC Hunter's Axe
Open the following file: C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\617795921\Config\XComGameData_WeaponData.ini

(I recommend Atom; Notepad++ is good too if on Windows.)

Add the following lines:

[DLC_2.X2Item_DLC_Day60Weapons]
HUNTERAXE_CONVENTIONAL_AIM = 200
HUNTERAXE_MAGNETIC_AIM = 200
HUNTERAXE_BEAM_AIM = 200


Save and you're done.
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Showing 1-9 of 9 comments
QrazyQuarian 24 May, 2016 @ 1:37am 
Thanks for that. I'll double-check to make sure it works and I didn't somehow screw up the very easy process.
SerenityNow 27 May, 2016 @ 1:10am 
This worked for me but my ranged axe throws are now 100% which I don't think is fair. Is there anyway to have this NOT apply to the free ranged throw or not?
QrazyQuarian 27 May, 2016 @ 2:32am 
Originally posted by SerenityNow:
This worked for me but my ranged axe throws are now 100% which I don't think is fair. Is there anyway to have this NOT apply to the free ranged throw or not?
I wouldn't think so. It sounds like it would be really complicated to write that in.
Gunboat Diplomat 27 May, 2016 @ 11:20pm 
Originally posted by SerenityNow:
This worked for me but my ranged axe throws are now 100% which I don't think is fair. Is there anyway to have this NOT apply to the free ranged throw or not?

From what I've read in the config files, not with just an ini edit like this. I think that'd require overriding the axe's behaviour with class override. I don't have the SDK installed so I can't really investigate further right now.
QrazyQuarian 28 May, 2016 @ 2:00am 
Originally posted by Tvol:
Originally posted by SerenityNow:
This worked for me but my ranged axe throws are now 100% which I don't think is fair. Is there anyway to have this NOT apply to the free ranged throw or not?

From what I've read in the config files, not with just an ini edit like this. I think that'd require overriding the axe's behaviour with class override. I don't have the SDK installed so I can't really investigate further right now.
I'm no pro at modding (in fact I haven't made any mods in my life), but I would think that the coding for the ranged attack is roughly the same except there's a line of code that says the axe's distance has increased if you use that specific ability, and it would then follow the game's rules regarding distance in-game because the engine would automatically treat it as a ranged attack. Idk, am I just dumb or on the right track with this assessment? If I am correct, then there would be a lot of work going into completely rewriting the axe's ability just so it can have the normal aim penalty like with any other weapon. At that point I would just say screw it and live with the fact that you get a free ranged, guaranteed-damage action. And to be fair, remember that it's a small cheat compared to what Rulers get. lol
Last edited by QrazyQuarian; 28 May, 2016 @ 2:02am
Gunboat Diplomat 29 May, 2016 @ 11:52am 
Originally posted by PsionicPhazon:
Originally posted by Tvol:

From what I've read in the config files, not with just an ini edit like this. I think that'd require overriding the axe's behaviour with class override. I don't have the SDK installed so I can't really investigate further right now.
I'm no pro at modding (in fact I haven't made any mods in my life), but I would think that the coding for the ranged attack is roughly the same except there's a line of code that says the axe's distance has increased if you use that specific ability, and it would then follow the game's rules regarding distance in-game because the engine would automatically treat it as a ranged attack. Idk, am I just dumb or on the right track with this assessment? If I am correct, then there would be a lot of work going into completely rewriting the axe's ability just so it can have the normal aim penalty like with any other weapon. At that point I would just say screw it and live with the fact that you get a free ranged, guaranteed-damage action. And to be fair, remember that it's a small cheat compared to what Rulers get. lol


I'm just theorizing but the way I'd look to go about changing it is to rewrite the code involved so that it exposes the values used for ranged attacks and melee attacks separately so that they can be easily changed with an ini edit. The hunter's axe code should just be an extension of the base class used for melee weapons. But I have no idea how much they exposed with the SDK.
Last edited by Gunboat Diplomat; 29 May, 2016 @ 11:52am
QrazyQuarian 29 May, 2016 @ 11:25pm 
Originally posted by Tvol:
Originally posted by PsionicPhazon:
I'm no pro at modding (in fact I haven't made any mods in my life), but I would think that the coding for the ranged attack is roughly the same except there's a line of code that says the axe's distance has increased if you use that specific ability, and it would then follow the game's rules regarding distance in-game because the engine would automatically treat it as a ranged attack. Idk, am I just dumb or on the right track with this assessment? If I am correct, then there would be a lot of work going into completely rewriting the axe's ability just so it can have the normal aim penalty like with any other weapon. At that point I would just say screw it and live with the fact that you get a free ranged, guaranteed-damage action. And to be fair, remember that it's a small cheat compared to what Rulers get. lol


I'm just theorizing but the way I'd look to go about changing it is to rewrite the code involved so that it exposes the values used for ranged attacks and melee attacks separately so that they can be easily changed with an ini edit. The hunter's axe code should just be an extension of the base class used for melee weapons. But I have no idea how much they exposed with the SDK.
Yeah, but I would think completely rewriting the values used to differentiate ranged and melee attacks would cause problems with other abilities. You'd have to rewrite a lot more than that to normalize everything--and on top of that there would be incompatibilities with a lot of other mods, I would think.
chanlee 12 Jul, 2016 @ 8:21pm 
Excuse me but where do I find the WeaponData.ini again?
QrazyQuarian 13 Jul, 2016 @ 7:05pm 
Originally posted by chanlee:
Excuse me but where do I find the WeaponData.ini again?
Go to wherever you put your Steam folder, and then follow this pathway: Steam, steamapps, common, XCOM 2, XComGame, Config, and then you will see a file named DefaultGameData_WeaponData. In order to edit this, you need to create a Notepad document and open it from there. Once that's done you're able to edit the file by typing in data that the game reads. Hope this helps.
Last edited by QrazyQuarian; 13 Jul, 2016 @ 7:05pm
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