XCOM 2
779 ratings
[WOTC] Additional Soldier Console Commands
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
154.235 KB
Apr 25, 2018 @ 11:10pm
Sep 5, 2022 @ 10:35am
9 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Additional Soldier Console Commands

In 1 collection by shiremct
Proficiency Class Pack Suggested Mods Collection
94 items
Description
[WOTC] Additional Soldier Console Commands

Currently adds three new console commands that can be used from the armory and one command used in tactical missions. Though the commands may be used to do cheaty things, the primary purpose of these commands are to help modders test and players integrate/update mod changes in their on-going campaigns:


LevelUpSelectedSoldier
LevelUpSelectedSoldier Ranks[INT] Example - Level up the selected unit by 2 ranks: LevelUpSelectedSoldier 2
Levels up just the currently selected soldier in the armory screen. The optional Ranks parameter lets you specify how many ranks to increase (defaults to 1 if unspecified).


RebuildSelectedSoldiersClass
RebuildSelectedSoldiersClass OPTIONAL_ChangeClassTo[FName] OPTIONAL_SetRankTo[INT] Example - Change the currently selected unit to a rank 1 (squaddie) Ranger: RebuildSelectedSoldiersClass Ranger 1
Refreshes the ability tree and rerolls the XCOM abilities for the currently selected soldier in the armory screen. Used to update a class ability tree on an existing soldier that has been changed due to new mods or mod updates. Can use the optional parameters to change the soldier's class and set their rank (up or down). Refreshing a Soldier's Class will also reroll randomized stats from Point-Based NCE, Hidden Potential, etc. - unfortunately, this can't really be avoided without causing issues with all sources of stat-gains (Covert Ops, RPGO stat purchases, etc.).

Use this instead of the vanillia MakeSoldierAClass command to change classes. The vanillia command does not properly support things like Beta Strike, NCE, XCOM/AWC Abilities, etc. Also supports classes that use the Highlander's ClassesExcludedFromAWCRoll functionality.


RebuildAllSoldiersClass
RebuildAllSoldiersClass
Refresh the soldier's ability tree and XCOM abilities for All soldiers in the barracks. Does not change class or rank.


SetSelectedSoldiersStat
SetSelectedSoldiersStat eStat_Type[BYTE] Stat_Amount[FLOAT] OPTIONAL_ModifyExistingStatBase[BOOL] Example - Change the currently selected soldier's Hacking to 50: SetSelectedSoldiersStat eStat_Hacking 50 Example - Modify the currently selected soldier's Will by +20: SetSelectedSoldiersStat eStat_Will 20 true
Sets the currently selected soldier's eStat to the specified value or, if the optional bool OPTIONAL_ModifyExistingStatBase is set to true, modifies the existing base stat by the specified value.


SetSelectedSoldiersComInt
SetSelectedSoldiersComInt eComInt_CombatIntelligence[BYTE] Example - Change the currently selected soldier's Combat Intelligence to Gifted [2]: SetSelectedSoldiersComInt 2
Sets the currently selected soldier's Combat Intelligence level - use a value between 0 (standard) and 4 (savant). This will try to adjust the soldier's AP accordingly and WILL adjust it into the negative if you drop Combat Intelligence and have already spent the AP (meaning the next ability you purchase with AP on that unit will take extra XCOM AP to cover the difference). Be careful of the resistance cards that boost AP gain - it will calculate expected AP values based on the current value.

Modified from code initially provided by PZ.


ReloadWeapon
ReloadWeapon
In a tactical mission, reloads the currently selected unit's primary weapon.


Thanks and Credits
  • PZ for providing the initial code for the command to set Combat Intelligence.

Version History
(See Change Notes for full history)
    1.3.3
    • Fixed issues with XP allocation for Rebuild and LevelUp soldier commands.
    1.3.2:
    • Fixed issue with AcceptedCharacterTemplates when using RebuildSelectedSoldiersClass command for classes with CharacterTemplate limitations.
    1.3.1:
    • Fix for incorrect XP allocation when using RebuildSelectedSoldiersClass command and changing a unit's level.
    1.3.0:
    • Added SetSelectedSoldiersStat command to set or modify an eStat for the selected soldier.
    • Updated RebuildSelectedSoldiersClass command to remove any PCS chip they may have equipped and return it to the HQ inventory.
    1.2.1:
    • Small bugfix for the LevelUpSelectedSoldier command.
    1.2.0:
    • Added a RebuildAllSoldiersClass command that will refresh the ability trees and XCOM abilities for All soldiers in the barracks.
    1.1.1:
    • Added a ReloadWeapon command that will reload the selected unit's primary weapon in tactical.
    1.1.0:
    • Added the SetSelectedSoldiersComInt command (thanks to PZ).
    • Added Console feedback messages indicating errors and successful command completions.
    • Updated the RebuildSelectedSoldiersClass command to reapply stat modifiers (like Beta Strike HP, NCE stats, etc.) to the unit. Note that randomized stats (NCE, Hidden Potential, etc.) will be rerolled.
    • Updated the RebuildSelectedSoldiersClass command to enforce a class' required character templates (ex: you cant make a skirmisher character into a templar class).
    1.0.0:
    • Initial Release!.

If you think there is a need for additional commands, leave a suggestion.
Popular Discussions View All (4)
3
Apr 14 @ 10:10pm
Command to add/remove specific traits/abilities?
Lief
4
Jan 23, 2024 @ 12:47am
Would it be possible to add commands to break and create bonds?
Nadarith
2
Feb 5, 2021 @ 12:29pm
Add pls consol command for random changing class
WolfGunt
267 Comments
Daddy Kaneki May 16 @ 3:35am 
I just discovered a bug: Using RebuildSelectedSoldiersClass on a soldier who has temporarily modified stats (injured/tired, for example) the stat will BECOME PERMANENT. So it is best to wait until the soldier is fully healed and refreshed before using this command.
EzT Apr 8 @ 2:19pm 
Also, you remove progress by destroying the red facilities. Some missions also reduce avatar project as a reward. Covert actions is also a good way if you have WOTC
EzT Apr 8 @ 2:18pm 
This mod does not, but there is one by default. Do "RemoveFortressDoom <int>"
Rea Apr 8 @ 2:14pm 
Hey, does this mod have a command to reset the Avatar Project? I'm just starting out and I have no clue how the sabotage missions work. I don’t get any, and I keep scanning spots over and over but nothing triggers. Would be nice to have a safety option, just in case.
Agane Mar 9 @ 3:46pm 
Godbless this mod. Saved me many soldiers from my modding mistakes 🙈
Jestimac Jan 11 @ 6:51am 
I would like to generate 4 new recruits. Is there a console command allowing to do this ?
Jestimac Jan 10 @ 9:09pm 
@ChrisZero
Hello. After getting stuck myself, I finally found what was wrong.
The command lines that works are
SetSelectedSoldiersComInt eComInt_gifted
SetSelectedSoldiersComInt eComInt_genius
SetSelectedSoldiersComInt eComint_savant
I don't know the names to set "very poor" and "poor", but I assume noboby would want to modify the soldiers in order to make them dumb ;)
These commands seem to work. I would suggest setting all soldiers as "savant" would be cheating.
I have not seen what happens when combat intelligence is increased through the game after resetting it, but I don't see why it should cause problems.
ChrisZero Jan 2 @ 11:59pm 
@Dragon I agree with you. But i dont know what i do wrong... Thats why i ask here for help.
I start the game out of steam. When i rightklick in steam on X-Com 2, I select properties.
Then i go to workshop. There are all mods listed. Actually this mod is the only mod i have installed. It have a green arrow ( marked as active ). But it is absolutely clear, that i do something wrong or miss something ... But i dont know what...
Dragon32 Jan 2 @ 1:20pm 
@ChrisZero
There's a difference between a mod being in a list of mods that could be enabled and it being enabled. If the mod is enabled then I don't know what your problem is, the command looks right syntactically.

If that command didn't work I'd expect it to have been mentioned before in the 6 years since it was added.
ChrisZero Jan 2 @ 12:21pm 
@Dragon
As i initially wrote: The mod is shown in the mod list.
It is marked as active.