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XCOM 2 RPG Overhaul
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30.079 MB
Jan 24 @ 4:43pm
Sep 15 @ 4:43pm
27 Change Notes ( view )
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XCOM 2 RPG Overhaul

In 1 collection by Musashi
14 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
bstar - adding the mint aptitudes to the fun
Ziodyne - for the aptitude perks of mint

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 (18)
3 hours ago
PINNED: Bug Reports
Sep 15 @ 7:24pm
PINNED: Balance Feedback
Jul 4 @ 12:37pm
PINNED: Full Feature List
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Demonic Sep 18 @ 3:20am 
Well, I don't have those, that's why I'm really confused. None of the mods I have claim to add/increase loot... or I'm blind.
Klord68 Sep 17 @ 8:32pm 
Grimy's loot mod can cause it i think, or even that pinata one, if your using any of those two. check its settings/descriptions
Demonic Sep 17 @ 12:46pm 
Nice mod mate, I really like it! The AP gain is a bit much for me, even with the prices for the skills, but I can live with that. What confuses me , Is I seem to get en enormous amount of loot from one pickup, like more then five things occasionally. I carefully checked which gameplay altering mod I added since finishing my last playthrough, and none of them should add anything... well maybe there is some issue with Loot Mind Control... but I don't see how.

Any ideas if it can be your mod doing it? It's by far the biggest one I added since to the list before this playthrough... Also, I have marathon mod installed too, which should increase soldier healing time (which I like) can you give me any hints about how can I check for conflicts or figure out which mod's settings are being used?
一番 Sep 16 @ 12:25pm 
Very fun mod! But a few of my characters started firing two pistol shots at every enemy the moment they saw them, or even shooting their pistol every time an enemy did anything as a 'bladestorm reaction', which took away a lot of the tension...
Niteshade Sep 16 @ 10:14am 
Nvm I am an idiot, the mod must not have toggled when i clicked it so it wasn't actually active lol
Niteshade Sep 16 @ 9:44am 
Would there be a reason that RebuildSelectedSoldiersClass command in console wouldn't work after enabling that mod? I just get Command Not recognized.
bstar Sep 16 @ 8:31am 
@Musashi Yep, it gets asked a lot. I've added it to all my plugin's descriptions.
Rick Raptor Sep 16 @ 8:18am 
@bstar Thanks for the very swift response! I will try that one out. :)
Musashi  [author] Sep 16 @ 8:11am 
I should add this to the FAQ section @bstar
bstar Sep 16 @ 7:56am 
If you're adding plugins to a running campaign, the new specializations will only work on ew soldiers. If you want to update them on your existing soldiers, I recommend using shiremct's mod [WOTC] Additional Soldier Console Commands. To rebuild your soldier's perk trees with this mod, go into their armory screen and use the console command "RebuildSelectedSoldiersClass" to refresh the perks. This will also reroll their squaddie perks and stats (if you're using NCE), the rank will stay the same though.