XCOM 2
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[WOTC] Item Editor
   
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Aug 14, 2019 @ 3:00am
Oct 23, 2019 @ 9:51am
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[WOTC] Item Editor

In 1 collection by Boundir
Make Your Own Game
26 items
Description
Description

This mod allows you to modify any item (vanilla and modded ones).

Variables

Items

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

PointsToComplete - Integer
Optional - Time neede to complete building.

TradingPostValue - Integer
Optional - Supplies received when sold at the trading post.

ResourceQuantity - Integer
Optional - The amount of that Resource to be acquired.

ResourceTemplateName - String
Optional - This item awards the specified Resource when it is acquired.

CreatorTemplateName - String
Optional - This item is created by this template (normally a schematic or tech).

HideIfResearched - String
Optional - If this tech is researched, do not display in Build Items. If you want to remove the existing one put FALSE.

HideIfPurchased - String
Optional - If the referenced item is purchased, do not display in Build Items. If you want to remove the existing one put FALSE.

CanBeBuilt - Bool
Optional - Can XCom HQ build this item.

DestroyedWithExplosive - Bool
Optional - if true, if the unit carrying this item as loot is killed by an explosive, the player gets NOTHING.

RemoveFromRewardDeck - Bool
Optional - Remove this item from Proving Ground rewards.

RewardDecks - Array (string)
Optional - This item template should be added to all of these reward decks.

InfiniteItem - Bool
Optional - Does this item have infinite quantity in the inventory (Starting Items are assumed to work this way).

HideInInventory - Bool
Optional - Should the item appear in HQ's inventory screen.

OneTimeBuild - Bool
Optional - This item can only be built once (Story Items, Schematic Projects).

StartingItem - Bool
Optional - Does XCom HQ start with this item.

DontGiveItem - Bool
Optional - If True, removes the function in OnBuiltFn.

OnBuilt - String
Optional - If DontGiveItem, will apply one of these functions.
Accepted values:
  • GiveItem - Building this item will grant items added to ItemRewards.
  • UpgradeItems - Upgrade the item.

RequiredTechs - Array (string)
Optional - Names of tech required to be able to build.

iNeedEngineer - Integer
Optional - Number of Engineers needed to build this item.

iNeedSciencist - Integer
Optional - Number of Sciencists needed to build this item.

bVisibleIfPersonnelGatesNotMet - Bool
Optional - Display a message if the staff requirements are not met.

RequiredSoldierClass - String
Optional - Class needed to build this item. If you want to remove the existing one put FALSE.

Cost - Array
  • ResourceCosts - Array.
    • ItemTemplateName - Name
    • Quantity - Integer
  • ArtifactCosts - Array
    • ItemTemplateName - Name
    • Quantity - Integer
Optional - Cost to build this item.

RemovePreviousCost - Bool
Optional - If True, removes previous costs for the item.

Schematics

SquadUpgrade - Bool
Optional - Does this schematic provide an upgrade for the entire squad.

ItemRewards - Array (string)
Optional - Items which should be given to the player when this schematic is built.


Equipments

bUseBoostIncrement - Bool
Optional - If the item should boost stats using a hard increment value instead of a percentage. Used by some PCSs (HP, mobility).

InventorySlot - String
Optional - Place occupied by this item.
Accepted values:
  • PrimaryWeapon
  • SecondaryWeapon
  • TertiaryWeapon
  • Utility
  • Mission
  • CombatSim
  • HeavyWeapon
  • Backpack

StatsToBoost - String
Optional - What character stats does this item apply the boosts to?
Accepted values:
  • HP - eStat_HP
  • Offense - eStat_Offense
  • Mobility - eStat_Mobility
  • Dodge - eStat_Dodge
  • Will - eStat_Will
  • Hacking - eStat_Hacking
  • ArmorMitigation - eStat_ArmorMitigation
  • CritChance - eStat_CritChance
  • Defense - eStat_Defense
  • PsiOffense - eStat_PsiOffense


Weapons

InfiniteAmmo - Bool
Optional - No reloading required.

bMergeAmmo - Bool
Optional - If this item is in the unit's inventory multiple times, the ammo will be consolidated.

bCanBeDodged - Bool
Optional - Can an enemy dodge a shot from this weapon?

bUseArmorAppearance - Bool
Optional - This weapon will use the armor tinting values instead of the weapons.

bOverrideConcealmentRule - Bool
Optional - Determine if the unit can remain concealed after using this item

ConcealmentRule - String
Optional - This is only used if bOverrideConcealmentRule is true
Accepted values:
  • NonOffensive - Always retain Concealment if the Hostility != Offensive (default behavior)
  • Always - Always retain Concealment, period
  • Never - Never retain Concealment, period
  • KillShot - Retain concealment when killing a single (primary) target
  • Miss - Retain concealment when the ability misses
  • MissOrKillShot - Retain concealment when the ability misses or when killing a single (primary) target
  • AlwaysEvenWithObjective - Always retain Concealment, even if the target is an objective

iClipSize - Integer
Optional - The ammo amount.


Armors

bHeavyWeapon - Bool
Optional - Armor will allow access to HeavyWeapon slot and restrict use of the backpack.

bAddsUtilitySlot - Bool
Optional - Allows soldier to bring a second utility item.


Ammos

bBypassShields - Bool
Optional - This ammo type will ignore shields.


Usage

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

Examples
[ItemEditor.OPTC_Items] AP rounds will ignore shields +Items=(TemplateName=APRounds, bBypassShields=true) Bluescreen rounds will no longer ignore shields +Items=(TemplateName=BluescreenRounds, bBypassShields=false) Grant Psi stat bonus to Focus PSC as well as Will +Items=(TemplateName=CommonPCSFocus, StatsToBoost[0]=PsiOffense) +Items=(TemplateName=RarePCSFocus, StatsToBoost[0]=PsiOffense) +Items=(TemplateName=EpicPCSFocus, StatsToBoost[0]=PsiOffense)


Compatibility
It should be compatible with everything.

Troubleshooting
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Mods not working properly / at all
Mod not working? Mods still have their effects after you disable them?
Popular Discussions View All (2)
5
Sep 1, 2021 @ 11:19am
PINNED: Share your ideas
Boundir
2
Nov 17, 2021 @ 7:57pm
Requesting proper documentations.
ArtanisKAI
108 Comments
Joe Marotta Mar 16 @ 7:28am 
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 Mar 6 @ 4:57am 
Hey guys
Does anyone know how to give more armor to the alien armor? I tried and it didn't work :(
vinistrifezza Jan 27 @ 9:39am 
Thx man, really! :D
Boundir  [author] Jan 27 @ 8:56am 
Use Ability Editor mod or PowerUp console command
vinistrifezza Jan 27 @ 8:39am 
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  [author] Jun 26, 2024 @ 2:38pm 
@Peluceus Donmian, weapon damages are usually in config already so I didn't add the option in the mod.
Peluceus Donmian Jun 26, 2024 @ 2:22pm 
Can I use this to edit damage? Seems I can modify the stats of whatever weapon I want except the damage
wilnemo35795 Nov 5, 2023 @ 7:13pm 
@Boundir What is thew template name for an elerium core?
ZJwh5S May 4, 2023 @ 8:35am 
@Boundir

I see. Thanks for the info.
Boundir  [author] May 4, 2023 @ 4:46am 
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.