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[WOTC] Repurpose Abilities
File Size
0.127 MB
Jul 5, 2019 @ 10:35am
Nov 9, 2019 @ 5:08am
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[WOTC] Repurpose Abilities

In 1 collection by Boundir
Make Your Own Game
27 items

This mod allows you to attach and/or remove abilities to characters, weapons, armors and items.


TemplateName - String
Optional - Name of the template being modified.

CharacterGroup - String
Optional - Name of the CharacterGroup being modified.

RemoveOriginal - Bool
Optional - Whether we remove original abilities or not.

AddAbilityName - Array (string)
Optional - Name of abilities we want to add

RemoveAbilityName - Array (string)
Optional - Name of abilities we want to remove


Can be used by other mods to modify existing templates by adding XComRepurposeAbilities.ini to the mod config.
Can be used by anyone willing to tweak his game even more.

[RepurposeAbilities.OPTC_CharactersAbilities] ; Remove Lost Headshot from all Lost ; +Abilities=(CharacterGroup=TheLost, RemoveAbilityName=(LostHeadshotInit)) ; Ability attached to character ; Remove original abilities from Andromedon ; +Abilities = (TemplateName=Andromedon, RemoveOriginal=true) ; Remove Blazing Pinions from Archon ; +Abilities = (TemplateName=Archon, RemoveAbilityName[0]=BlazingPinionsStage1) ; Ability attached to weapon ; +Abilities = (TemplateName=ArchonStaff, AddAbilityName[0]=Bladestorm) ; +Abilities = (TemplateName=AdvStunLancerM1_StunLance, AddAbilityName[0]=Bladestorm) ; +Abilities = (TemplateName=AdvStunLancerM2_StunLance, AddAbilityName[0]=Bladestorm) ; +Abilities = (TemplateName=AdvStunLancerM3_StunLance, AddAbilityName[0]=Bladestorm) ; Ability attached to armor ; +Abilities = (TemplateName=LightAlienArmor, RemoveAbilityName[0]=Grapple) ; Ability attached to items ; +Abilities = (TemplateName=MindShield, AddAbilityName[0]=RobotImmunities, RemoveAbilityName[0]=MindShield)

It should be compatible with everything.

Some abilties may require animation to work. Don't be surprised when you won't see Troopers perform Bladestorm ¯\(°_o)/¯

Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?

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DukeBurger Dec 28, 2021 @ 2:07pm 
That worked thanks again .
Boundir  [author] Dec 28, 2021 @ 1:19am 
I see I did that in A Stronger ADVENT. Looks like I added CounterattackPreparation and CounterattackDescription to ABA Muton types.
DukeBurger Dec 27, 2021 @ 7:07pm 
Where do I find trigger listeners in the xcom 2 config (you give me this one a while back TriggerRageDamageListener). I’m trying to give some other muton variant the counter attack ability but the ability I’m giving them isn’t working so I’m assuming it’s a trigger listener
Boundir  [author] Dec 16, 2021 @ 7:08am 
You could remove PurifierInit but that will remove their poison and fire immunities.
Might implement a additional ability removal in Ability Editor at some point.

Make sure to check Iridar's mods though. He could have it in WSR or Template Master already
blahturretx Dec 16, 2021 @ 6:13am 
That's the case for the Synthoid enemies as well. Thanks for the reply.
Boundir  [author] Dec 16, 2021 @ 12:53am 
It depends how it is implemented. For example for Purifier it wouldn't work since PurifierDeathExplosion is attached to PurifierInit ability, not the character. Don't know if Iridar's Template Master or WSR can help here.
blahturretx Dec 15, 2021 @ 7:27pm 
This question is a two parter. I'm trying to modify the enemies from the "Synthoids" mod so that they no longer have the Purifier's on death explosion so that I can add it back in with the new "Build-A-Dark-Event" mod. Is it possible to accomplish that with this mod? If so, what exactly would I need to do? For context, this is what I currently have, which isn't working:

+Abilities = (TemplateName=ADVSynthoid_M1, RemoveAbilityName[0]=PurifierDeathExplosion)
(repeated two more times for ADVSynthoid_M2 and ADVSynthoid_M3)
Haywire Oct 18, 2021 @ 2:22am 
@Boundir Thanks for the reply. I think I found it in the mod's file itself. Looks like the creator added it into the mod by default. lol

Have a great day! :-)
Boundir  [author] Oct 18, 2021 @ 12:20am 
I have another mod that lets you create abilities for stats. Maybe you want to take a look there. You could create the ability then add it in XComClassData.ini
Haywire Oct 17, 2021 @ 2:19pm 
Is there a way to add a mobility bonus to a class? I'm running the Rogue mod without the smg mod so I'd like to give them back that +3. I don't want to put it on the bullpup cause too many other classes use it. Would I use this mod or is it something that can be done in the XComClassData.ini file in the class mod?

And what would the line look like? :-)

Thanks all!