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[WotC] Gene Mods
File Size
9.099 MB
Oct 1, 2019 @ 10:39am
Mar 9 @ 12:13pm
11 Change Notes ( view )
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[WotC] Gene Mods

In 1 collection by ∑3245
E3245's Master Mod Collection for War of the Chosen
68 items

We're now Open Source![github.com]

PCSes are the lame versions of Gene mods, so I decided to make a mod that allows a soldier to undergo Genetic Modification. In addition to that, modders can quickly make their own Gene mods that this mod recognizes.

This mod adds a new upgrade to the Infirmary (Advanced Warfare Center): the Gene Modification Chamber. This should not conflict with other mods that require the Hypervital Chamber upgrade to do their own thing, however, we edited the map and made the previous Hypervitalization Chamber assets to appear when you have the Gene Modification Upgrade facility upgrade installed.

To get a soldier to undergo Genetic Modification, you install the Infirmary Facility upgrade, available after you research Alien Biotech. Then follow these steps:
  1. You assign whomever you want to the facility slot. They must be healthy/active.
  2. You then get a screen with all of the available Gene Mods. Select one and hit the green button or, if on controller, the A button.
  3. You'll get a prompt. Select Accept or back.
  4. The magic will then happen. Soldiers are unavailable during the duration, and canceling the project will waste resources and give the soldier a negative trait that can be removed either by completing a Gene Mod project or using the Infirmary to remove the trait.

This mod is fully compatible with the Augmentation mod by Musashi. You can control the interactions with two new Second Wave Options.

If you have issues with this mod or spotted a bug, please report it in the Bug Report Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.

If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

So I have quite a bit of people saying they want to donate, so here's my Patreon: https://www.patreon.com/E3245
I will link my Patreon for ORIGINAL mods, like this one, and not ports. I won't put my mods behind a paywall and I won't montenize my mods.

Iridar helped me a lot with this mod, so here's his Patreon if you feel like donating to him: https://www.patreon.com/Iridar

  • New Infirmary facility upgrade that allows soldiers to undergo Genetic Modification!
  • Several new Gene Mods made from scratch!
  • Custom UI screen built from scratch.
  • None so far.
  • Fix some bugs, if any.
  • More Gene Mods, if possible.
  • MEC Troopers support.
COMPATIBILITY (meaning that it works with these mods)
  • [WotC] Infirmaria Ex Mortis
  • Augmentations for WotC.
  • There are no overrides in this mod that would cause a conflict with other mods.
  • If unsure, read the description of the other mods or pray, whichever is easier.

Q: Does this work with a current save?

A: Yes, it should work out of the box.

Q: How do I add my own Gene Mods?

A: https://steamcommunity.com/workshop/filedetails/discussion/1877861493/1609400247636005211/

Q: Where is the rest of the classic Gene Mods? I want the classic Gene Mods!

A: Mitzruti Perk Pack for WotC.

Q: I want MOAR!

A: [WotC] Gene Mods - Iridar's Pack.

Q: Vanilla version?

A: Not really, no.


  • E3245 for assembling the entire mod, and coding most of everything.
  • Iridar for helping me with the new Gene Mod abilities and Augmentation/MEC Troopers support.
  • PZ for her Psionic Training mod. Without this mod, I would not been able to do this correctly.
  • Oni for her Laboratory Already Better mod. I would not have found those particular UI elements that are now used in the custom UI screen, and for code that makes Gene Modding statuses appear in the Events.
  • robojumper, Xymanek / Astral Descend, and others for helping me with troubleshooting and additional code snippets.
  • RustyDios for fixing the Status Display not showing up.

  • Surefire for the sweet thumbnail.



Release ver: 1.022:
  • Fixed status display issue.
Popular Discussions View All (5)
Apr 14 @ 9:41am
PINNED: Bug Report Thread
Nov 21 @ 7:51pm
Russian Translation
Oct 6 @ 2:27pm
List of Gene Mods Implemented in this Mod
< >
AlexMBrennan Dec 3 @ 11:55am 
Is there any way to see gene mods in the armoury's soldier list? Or maybe see soldier information in the infirmary?

Expecting the player to write down their soldier names, class, and gene mods to be able to select the right soldier seems extraordinarily inconvenient interface design.
Aks Nov 21 @ 7:52pm 
Update Russian Localization

Обновление русской локализации
Распаковать в папку локализации мода (...\steamapps\workshop\content\268500\1877861493\Localization)
Larsen Nov 14 @ 5:00am 
Would be really nice if this had the "no drop down list" mod added into it, to make it easy to pick the soldier you want.
Aks Oct 15 @ 4:41pm 
Little update for Russian Translation
ZodiacTyko Sep 2 @ 10:08am 
This mod is amazing! Thank you a lot. No problems while playing.
XpanD Aug 26 @ 1:35pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, feels like it could be part of the base game with how polished it is.

(really enjoyed the Chaotic Mind mod in particular, that + a Lone Wolf random roll mod perk made for a real interesting Psi Op)
VicRW77 Aug 13 @ 10:54am 
@Kiruka, thanks a million!! That makes sense, I installed mod jam but didn't notice that it was messing with Gene mods.
Go Bruhins Aug 9 @ 8:36pm 
how do I mod my soldiers I build the gene mod upgrade for the infirmary but have no clue how to mod them
Kiruka Aug 8 @ 10:09pm 
@VicRW77: Refined Visual Cortex is not native to this mod, it's added by Mod Jam. The description of the Gene Mod mentions the Advent Pathfinder Hunter by name, so chances are you're missing the Pathfinders mod.

If you want to look at Mod Jam's native Gene Mods and mess with their requirements and stuff, look at XComGameData.ini in the Gene Mods folder inside of Mod Jam's Config folder.
VicRW77 Aug 2 @ 10:33am 
Just installed this mod and It seems cool. One question, there are some gene mods that are not available due to prerrequisites, ie: refined visual cortex, but the requirement that I don't have is show as a red "1", but I dont really know what do I need, what does it mean?. Maybe it comes from another mod and I dont know... thanks in advance