XCOM 2
[WOTC] Item Editor
109 条留言
Lebowskichild 5 月 26 日 上午 2:20 
Hi @Boundir. I was wondering if you could tell me, is it possible to use this mod to alter the availability of the WotC Tactical X4 mods item, so that it becomes a secondary weapon that can only be used by a specific class?

InventorySlot - String
Optional - Place occupied by this item.
Accepted values:
SecondaryWeapon

I see this setting, however I am unsure what other information I would need to add to maintain the functionality of the C4, whilst changing it to a seconary weapon.

Could you advise?
Joe Marotta 3 月 16 日 上午 7:28 
Could this be used to auto upgrade items based on tech level? For example, using mines. Start off with base damage. When certain tech is complete, add more damage automatically? How would 3rd tier tech work when 2nd and 3rd are both in effect?
vinistrifezza 3 月 6 日 上午 4:57 
Hey guys
Does anyone know how to give more armor to the alien armor? I tried and it didn't work :(
vinistrifezza 1 月 27 日 上午 9:39 
Thx man, really! :D
Boundir  [作者] 1 月 27 日 上午 8:56 
Use Ability Editor mod or PowerUp console command
vinistrifezza 1 月 27 日 上午 8:39 
hey man, can you tell me how i can modify the claymore?
I wanted to make it not consume an action to be cast, and so that it wouldn't end the turn either... my idea is to throw several claymores and explode them in the same turn XXD
My doubt is because I already know that the claymore is impossible to be modified by the game's ini files normally... I modified most of the weapons and items in the game by the ini files, however, the claymore seems to be immune to everything XD
Boundir  [作者] 2024 年 6 月 26 日 下午 2:38 
@Peluceus Donmian, weapon damages are usually in config already so I didn't add the option in the mod.
Peluceus Donmian 2024 年 6 月 26 日 下午 2:22 
Can I use this to edit damage? Seems I can modify the stats of whatever weapon I want except the damage
wilnemo35795 2023 年 11 月 5 日 下午 7:13 
@Boundir What is thew template name for an elerium core?
ZJwh5S 2023 年 5 月 4 日 上午 8:35 
@Boundir

I see. Thanks for the info.
Boundir  [作者] 2023 年 5 月 4 日 上午 4:46 
Stats on armors are handled with abilities. You could replace the ability by your own using a combination of mods (Repurpose Abilities, Create abililties: stats).
Create the ability with the bonus in mobility. Attach it to HeavyAlienArmorMk2.

Stats on weapons are usually exposed to their respective config.
ZJwh5S 2023 年 5 月 4 日 上午 1:15 
@Boundir

I read the documentation in the description of this mod as well as your comments and RambelZambel's comments from 2021/03/28 and it doesn't look like there was a way to specify the value of stat to increase. And this mod's most recent update was in 2019.

If there's a way to specify the value of stat to increase (e.g. amount increased by PCS or mobility increase for an armor as in Layth36's example), please provide an example. Thanks.
Boundir  [作者] 2023 年 5 月 3 日 上午 8:41 
I think most stats are already exposed to config
ZJwh5S 2023 年 5 月 3 日 上午 12:58 
@Layth36

I don't think it is possible to specify the value with this mod.

I have been using the Armor and Vest Config mod for awhile for armors and vests. Please take a look:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1129753213

In XComArmorConfig.ini, you will need an entry like this:

+ArmorList=(ItemName=HeavyAlienArmorMk2, AbilityName=HeavyAlienArmorMk2_Chrm, \\
hp=7, shield=0, armor=2, mob=1, dodge=0, defense=0, will=0, \\
aim=0, hack=0, crit=0, pierce=0, psi=0, flankcrit=0, flankaim=0, sneak=0.0f, \\
utilityslot=false, heavyweapon=true, abilities[0]=Ragestrike, abilities[1]=RagePanic)

The "mob=1" is your movement bonus.
Layth36 2022 年 12 月 28 日 下午 5:52 
Hi, so I'm trying to add a mobility bonus back to the RAGE suit/armor since it was removed in LWOTC.
I tried "+Items=(TemplateName=HeavyAlienArmorMk2, eStat_Mobility=1)" but it didn't work.
What would be the proper format for it?
MikeWazowski 2022 年 11 月 28 日 上午 9:55 
not currently using this mod, but just want to say i LOVE the preview picture
TheProtofire 2022 年 6 月 18 日 下午 10:49 
Can bBypassShields also be applied to weapons?

+Items=(TemplateName=AssaultRifle_LS, bBypassShields=true)
Aoykav 2022 年 1 月 26 日 下午 6:03 
i am trying to make smg's/bullpups use only one action point and not end turn for any soldier not just a skirmisher without affecting the assault rifle ending turn. does anyone know how i can go about doing this?
Loel Lyons 2022 年 1 月 22 日 上午 9:52 
So Im trying to make Frag Grenades cost 2 supply each, and destroyed on use like the Overdrive Serum. Am I on the right track, or am I missing something?

+Items = (TemplateName=FragGenade, InfiniteItem=False, CanBeBuilt=True, OneTimeBuild=false, OneTimeBuild=GiveItem, ItemRewards=(FragGrenade), RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName"Supplies", Quantity=2))))
Albino Blacky 2022 年 1 月 2 日 下午 2:55 
Is there a way to give more than 1 instance of the item when building from engineering? e.g. LWOTC, I want building basic scopes to give me with 2 instead of 1 basic scope, is it possible with itemrewards array or not? e.g.

+Items=(TemplateName=AimUpgrade_Bsc, OnBuilt=GiveItem, ItemRewards[0]=AimUpgrade_Bsc, ItemRewards[1]=AimUpgrade_Bsc, ItemRewards[2]=AimUpgrade_Bsc, ItemRewards[3]=AimUpgrade_Bsc, ItemRewards[4]=AimUpgrade_Bsc)
zachary.deca.stl 2021 年 10 月 3 日 下午 10:08 
Wow, sorry about that Sometimes i'm kinda dumb, Still rather new to the game and somehow hadn't noticed that. i appreciate you getting back to me though.
Boundir  [作者] 2021 年 10 月 1 日 上午 12:16 
Isn't that default behavior, minuq finite items? When you get a soldier they always come with a loadout according to their class.
zachary.deca.stl 2021 年 9 月 30 日 下午 7:58 
If i want to make all items Finite, but be giving an Assault rifle when i Recruit a new Soldier could that be done?
Bearalaika 2021 年 8 月 30 日 下午 6:02 
Nevermind I figured it out, I had to add the startingitem line as well to disable them.
Bearalaika 2021 年 8 月 30 日 下午 5:49 
So I'm trying to disable some of the armours from the armours of the imperium mod, and it doesn't seem to be working, I did essentially this for each armour.

+Items=(TemplateName=BasicApothecaryArmor, DontGiveItem=true)

but they're still appearing in my inventory on game start.
djvandebrake 2021 年 6 月 8 日 下午 4:31 
One useful note for those using PointsToComplete - it appears Engineering generates 5/hour. So a 120 point item will take about 1 day to complete; 8 hours is 40 points. I do not know for certain whether this number gets adjusted by facilities yet.
djvandebrake 2021 年 6 月 6 日 下午 12:25 
Thank you!
Boundir  [作者] 2021 年 6 月 6 日 下午 12:11 
Schematics are from research projects if I remember correctly. I think I suggested keeping schematics to have the correct images but you can use the item just fine. There is an example in the pinned discussion.
djvandebrake 2021 年 6 月 5 日 下午 9:02 
I would like to use this to make all items finite and craftable, but I am not understanding something. What is the difference between editing, for example, AssaultRifle_MG and AssaultRifle_MG_Schematic? It seems like I should be changing the item itself but in previous comments you have recommended changing the schematic, except AssaultRifle_CV (for example) doesn't seem to have a schematic.
MaCC165 2021 年 3 月 28 日 上午 10:37 
Yea, thanks, removed mindshield from mindshield, gaveit lw2 "will to survive"(removed cover bonus and increased will), and dense head trait(fall asleep when mindcontrolled), so no disorient protection, and u can still panic, think mindshield disable a whole gamemechanic is op
Boundir  [作者] 2021 年 3 月 28 日 上午 4:06 
I may need to add more properties to make it happen. PowerLevel seems like a good fit here.
As a workaround you can add an ability that adds Will to the item. I have 2 others mods that lets you do that.
You can also look at WSR if Iridar added the feature.
MaCC165 2021 年 3 月 28 日 上午 2:24 
What do i have to write for the new statvalue?for Example +50Will.
+Items=(TemplateName=Mindshield, StatsToBoost[0]=Will, and what comes next?
NEPTUNE IN SAGITTARIUS 2021 年 2 月 14 日 下午 8:04 
+ITEMS=(TEMPLATENAME="ASSAULTRIFLE_CV",STARTINGITEM=FALSE,INFINITEITEM=FALSE,CANBEBUILT=TRUE,TRADINGPOSTVALUE=25,\\
COST=(RESOURCECOSTS[0]=(ITEMTEMPLATENAME="SUPPLIES",QUANTITY=50)))

CanBeBuilt, like this.[0][1][2][3][4][5][6],The text format must be like this.
黄金矿工 2020 年 9 月 29 日 上午 12:11 
So how to use it? Are there any shortcut keys
Boundir  [作者] 2020 年 7 月 16 日 上午 1:22 
Where you can. Pastebin for example.
白眉鹰王 2020 年 7 月 15 日 下午 3:05 
Yes, I did. Where can I upload?
Boundir  [作者] 2020 年 7 月 11 日 下午 11:08 
Did you include the header ?
Maybe upload your file so I can take a look.
白眉鹰王 2020 年 7 月 11 日 下午 3:51 
I literally just copy and paste your example code in the ini file, but the PCS focus does not grant any Psi stat bonus. I comment out your description line like "Grant Psi stat bonus to Focus PSC as well as Will". Still doesn't work.
neIVIesis 2020 年 7 月 6 日 上午 8:44 
Thanks for the feedback, I get all parameters to work, except the CanBeBuilt, items do not show up in the workshop. But I ended up settling for single items firearms that do not need to be build, which after some consideration suits my head canon.
Boundir  [作者] 2020 年 7 月 4 日 上午 1:13 
You must be missing CanBeBuilt.
Also if WP_REACHSNIPER is a weapon SquadUpgrade won't have any effect. It only affects Schematics. Same for ItemRewards.

+Items=(TemplateName=WP_REACHSNIPER, StartingItem=false, InfiniteItem=false, HideInInventory=false, CanBeBuilt=true, OneTimeBuild=True, RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName="Supplies", Quantity=5), (ItemTemplateName="AlienAlloy", Quantity=0))))

Try this.
neIVIesis 2020 年 7 月 3 日 下午 3:17 
@Boundir So on starting a new game, I don't see this item available to be built as a weapon on the Workshop

;Halo Medley
+Items=(TemplateName=WP_REACHSNIPER, StartingItem=false, InfiniteItem=false, HideInInventory=false, OneTimeBuild=True, SquadUpgrade=false, OnBuilt=GiveItem, ItemRewards=(WP_REACHSNIPER), RemovePreviousCost=true, Cost=(ResourceCosts=((ItemTemplateName="Supplies", Quantity=5), (ItemTemplateName="AlienAlloy", Quantity=0))))
EvilPolygons 2020 年 6 月 6 日 上午 5:48 
@Boundir: The problem is that the base game weapon tiers DO upgrade individual items from one tier to the next, while the modded weapon tiers do not. I don't know if that's intentional or a bug with his mod, but it's completely inconsistent.

It also creates a huge mess in the inventory (old weapons with attachments stuck in them) that only gets worse every time you go up a tier. Regardless, thanks for the info.
Boundir  [作者] 2020 年 6 月 6 日 上午 12:23 
Imo it's intended behavior. You're buying a new weapon. The original is still there.
And no this mod won't be able to change it by itself. You will need to change the OnBuilt with a custom one.
EvilPolygons 2020 年 6 月 5 日 下午 8:47 
Could this mod be used to fix the weapon upgrades in "Weapon Tier Overhaul for War of the Chosen (Add Coil and Lasers anywhere)"? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1275622993

Individual weapons in that mod don't upgrade properly from one tier to the next...so, for example, when you research lasers and build the project in Engineering, none of your existing weapons w/ attachments will upgrade to laser weapons. It's a huge flaw in an otherwise great mod.
JimmyTheCannon 2020 年 5 月 28 日 下午 1:38 
Excellent. By any chance do you know anything about what template name the Ballistic shield (From the mod) would be, and/or what parameter would be necessary to add the Alien Hunters axe's throwing ability to it?

Trying to get a Marvel vs. Advent campaign going (if I can get the game to run with the mods I've thrown together) and would love to be able to throw Cap's shield.
Boundir  [作者] 2020 年 5 月 28 日 下午 1:09 
Individual
JimmyTheCannon 2020 年 5 月 28 日 下午 1:00 
Does this work for individual items or an entire item class?
RedDobe 2020 年 5 月 11 日 下午 8:41 
Cool, thanks.
Boundir  [作者] 2020 年 5 月 11 日 下午 7:29 
If you want to prevent Battlefield Medicine research to upgrade already purchased medikit you need to modify BattlefieldMedicine template, which is a X2TechTemplate. Not covered by this mod.
You will need to modify ResearchCompletedFn
RedDobe 2020 年 5 月 11 日 下午 6:14 
Or do I need to do this? +Items=(TemplateName=Medikit, DontGiveItem=True)