r/xdev

482 archived posts · Feb 2016 – Jul 2026

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u/E3245•

Hey guys, I'm new here. I've been modding XCOM 2 lately, and I've had trouble adding in new voices. I've followed the documentation from the XCOM 2 SDK, but the voicepack never works. I eventually got it to work in XCOM 2 with a lot of experimentation and research, and this document I've linked is the result of it. I've written a step-by-step tutorial with pictures on how to get this to work.

Just one warning though: Avoid previewing the custom voice in the barracks if you can; it crashes the game. Instead preview it from the character pool to test if it works.

https://docs.google.com/document/d/1v8jU86Jeqn9wms4Pxjj7f5tHPlmli6TSogrbWvc5vUA/edit?usp=sharing

If there are any problems with t

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u/UseYourIlusion•

I put together a quick video tutorial on how to add patterns, face paint and tattoos to the game.

I figured this was a nice, relatively easy entry point for new modders as well as allowing people to flesh out their character pools a bit with some nice custom stuff.

I apologise in advance that I am terrible at modding/talking/explaining. And let's not get started on the textures (demonstration purposes only, okay?)

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u/cook447•

I finished up making a mod that adds a new item to the game - a energy shield generator that let's XCom have the same ability to make an energy shield as the Advent Shieldbearer does: http://steamcommunity.com/sharedfiles/filedetails/?id=623434810. I've got the code posted on github here if anyone wants to take a look: https://github.com/daviscook477/XComEnergyShields

I'm making a tutorial on how to make equipable items that grant new abilities right now and I'll post it later today.

158

u/SilentCrim•

I'm almost finished making a windows GUI for editing the XCOM2 .ini files, complete with saving profiles, searching for specific variables by name, multi-editing, etc. I was originally just planning to use it for myself, but if anyone's interested I'll put the finished product up for download somewhere. Here's a pic of an early version.

Was also maybe looking for feedback, or functionality suggestions, if anyone has any.

144

u/Kwahn•

C:\Users\Kwahn\Documents\my games\XCOM2\XComGame\Config contains configuration ini files and defaults that detail a lot of the game's behavior. Exploring them is very enlightening for a new modder. I'll be examining the defaults specifically just in case yours have changed - those are located at C:\Program Files (x86)\Steam\SteamApps\common\XCOM 2\XComGame\Config - the default mods do not affect X2 behavior! Only the configs at the first directory listed do.

As a random note, any time you see "Golden Path", that means it's storyline-mission-related.

AI: Dictates how tactical encounters will generally happen, what enemies can do what, how enemies target people, how they move, behaviors and

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u/jal0001•

The skill is called "Wait For Me, Guys!" It causes a soldier to begin each mission taking a nap. After two turns, he wakes up from unconsciousness and is given insane extra mobility for the next two turns. Yes, this skill is working too :P

Someone, please teach me how to add this to the pool of AWC skills that can be assigned to soldiers at random. I must find a way to sneak this into a mod.

83

u/Rampant_AI•

So, I've got a hat model that I've made (Jayne's hat from Firefly) and I'm trying to get it into the game. My question is, how do I do this? The included documentation says

Unreal Content Packages: Unreal content packages can be UPK files or MAP files. These files contain the content of the game: meshes, textures, animations, sounds, physics models, archetypes, etc. In our example weapon mod, there is a single package called WP_ModExampleWeapon_CV that defines how our new weapon will look, sound, shoot, what projectiles it will use, how it will fall when dropped, etc. This package is referenced by the script data template above. Content packages are created through UnrealEd, **which w

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