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XCOM 2 RPG Overhaul
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12.747 MB
Jan 24 @ 4:43pm
Jul 16 @ 5:59am
19 Change Notes ( view )
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XCOM 2 RPG Overhaul

In 1 collection by Musashi
10 items



  • [WOTC] Detailed Soldier Lists
  • [WOTC] New Promotion Screen by Default
  • View Locked Skills - Wotc

  • Gameplay overhaul that revamps various aspects of the game
  • Replaces vanilla classes with a single class with 14 specializations with 7 ranks each for a total of 98 abilities to choose from
  • The new class can choose from all primary and all secondary weapons (including LW2 secondaries). Every combination is possible.
  • Dynamic class title / class icon based on your ability choices
  • 2 random starting abilities on squaddie
  • Stats can be upgraded with ability points
  • All secondary weapon abilities work regardless of the inventory slot (e.g fan fire with pistols in the utility slot).
  • Weapon and Attachment mechanics got revamped to have a more focused role for each weapon
  • Full support of Primary Secondaries and Utility Slot Sidearm
  • Full support of weapon mods like Resistance Firearms

I recommend to play this mod with the following mods:

About this overhaul
The idea of this mod was born out of my passion for oldschool rpg games.
I thought it would be cool to develop every single soldier in every way you want and give it every weapon or item you want.

So here it is. The mod replaces the vanilla class by one class starting as "Soldier".

The Soldier class can use every weapon (supporting Primary Secondaries, LW2 Secondary Weapons and Utility Slot Sidearms).

This class has 14 rows of abilities (named specializations) with 7 ranks each (98 abilities total) to choose from. I am planning to even expand on this.

When your soldier evolves your class name and icon changes dynamically to the specialization you have the most perks from.

On squaddie your soldier will get two random starting abilities from a pool to give each soldier an idea to where he/she could be developed.

Any combination of abilities and weapons are possible. For example you can create a cannon wielding medic, a gunslinging grenadier, sniper with ripjack or whatever you can imagine.

Most abilities work with each weapon, the secondary weapon abilities work with their associated secondary regardless if it is in the primary, secondary or utility slot (if you are using Utility Slot Sidearms WOTC)

Another big change is the possibility to upgrade the soldiers stats with ability points. Therefor i designed a completely new ui screen.

For overall balance and because i wanted to i overhauled the weapon mechanics and how most weapon attachments work.


*Standing on the shoulders of giants*

A huge thanks to everone involved in this mods. So many great people helped me along the way.
I could not have done it without you guys!

Pavonis Interactive for all long war 2 perks i used and initial Detailed Soldier Lists.
Robojumper for the stats icons i used in the stats upgrade screen, some class icons, controller support and coding assistance on countless occasions.
xylthixlm for xmod base and the perk icon library. Fantastic work and a tremendous workload reduction.
MalucoMarinero - there can only be one (community highlander)
creative xenos for being that crazy chaotic creative bunch of great people that they are.
bg for [WOTC] Detailed Soldier Lists
MoonWolf for the initial [WOTC] New Promotion Screen by Default
zamster for helping me turning my localization into proper english
Chris the Thin Mint for help with balancing and localization
FelineKnave for a lot of great localization

Thanks to the first line of infantry and brigadier rank bug hunters
Chris the Thin Mint


I only see the first 4 ability rows and can't scroll in the promotion screen!


  • [WOTC] Detailed Soldier Lists
  • [WOTC] New Promotion Screen by Default
  • View Locked Skills - Wotc

After that delete %User\Documents\My Games\XCOM2 War of the Chosen\XComGame\Config

Will custom class mods work with this?
There are some issues with ability restrictions applying to other classes.
Classes with only custom abilities should works though.
If you want to remove the ability restrictions you can delete the lines starting with
from the XComRPG.ini
This is on your own risk, because some restrictions are there to prevent ability incompatibilities or broken ability combinations.

What about Faction Heros, SPARKS, Psi Soldiers?
They are not touched by this mod and should work normally

Is this mod compatible with Mod XY?
Most mods should be compatible. If you have an issue let me know.
Other Overhaul mods like MINT and A Better Barracks obviously clash in some areas.

Known incompatibilities:
- "Configure Upgrade Slots" doesnt work cause this mod set all slots to 3
- "Hack Plus" leads to insane high hacking stats

More to come!

Have look at my work in progress and infos on my mods at my patreon page.
Your really like my mods and would like to help me have more time for modding? Consider become a patreon :)

Popular Discussions View All (17)
6 hours ago
PINNED: Bug Reports
Jul 21 @ 1:30am
PINNED: Balance Feedback
Jul 17 @ 7:06pm
Anyone have issues with the psi specialization add on?
< >
KingdomCody 14 hours ago 
Dragonfire is it one of the sniper rifles with a mod that disables reloading for it, and instead reloads one bullet a turn?
Dragonfire Jul 21 @ 1:18pm 
I am enjoying this mod to the fullest so far, however, I am having a minor issue with sniper rifles at the moment. I am unable to reload the sniper rifle at all. All other weapons work as intended, but there is no reload icon for the sniper rifle on any character, with or without attachements. Perhaps I missed someting?
Shunkatsu Jul 21 @ 6:01am 
i have no idea how to activate GTS school perks with this mod tbh i don't know why it doesn't proc
AzureTerra Jul 21 @ 12:53am 
I tried to go back and play non RPGO but this is so much better than "classes" for me now, there are some good ones but they feel so limited compared to being able to build what you want (and the ability to boost stats so that soldier you really like who has the worst aim can still come out and play)
!Defender Jul 20 @ 6:51am 
am i unlucky or i never seem to burn enemy with a primary pistol and dragon round in ammo slot
HATERADE Jul 20 @ 2:50am 
Love this mod, couldn't play without it (I tried), any chance of getting "Area Suppression" to replace regular supression? I feel it would better fit, as it is I almost never suppress targets opting to take a shot at them instead.
sziloger Jul 19 @ 8:37am 
I have another issue: for some weird reason I couldn't manage to get any kind of suppressor weapon attachments (the one that replaces the repeater). Nothing on black market, solder drops, mission rewards etc. The only way to get them is by using console commands which I don't really like. So maybe they are just turned off. Can you help me out where should I look to solve this matter?

I don't have any other mods installed that might mess with the suppressor attachment, only cosmetic/map mods but I play with 12 men squads, more enemies, more pods, don't have other mods that might mess with soldier progression, have all DLCs and the expansion of course, also installed the required and recommended mods for RPG Overhaul too+specops(RPGO), haven't edited any of the mod files. All help is appreciated. Cheers
sziloger Jul 19 @ 8:36am 
@Charlando I haven't seen any "innate" stat progression after levelups. I can only improve them by using their AP in the new UI coming with this mod or sending them on Res.Ring missions. But I am not really sure on this as my hackers does not get the +40 stat boost with the first hacker ability what, according to the previous comments, they should. Can anyone give me a feedback on this?
Charlando[SunsOfStmChrts] Jul 17 @ 10:36am 
Great mod! Question - is there any "innate" state progression or is it all from ability point upgrades
Martial.Lore Jul 16 @ 8:41pm 
I love this mod. It's great fun! I do wonder if it makes the game too easy, even on harder difficulties. But that one quibble is not going to stop me using it!