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- giveresource [resource id] [amount]
- additem [item id] [amount]
- SkipAI
- killallais
- DeactivateDarkEvent <DarkEventName>
- ARFMRemoveRequiemFromUnit TraitTemplateNameGoesHere, UnitNameGoesHere
- ARFMRemoveBadTraitsFromUnit UnitNameGoesHere
- RebuildSelectedSoldiersClass OPTIONAL_ChangeClassTo[FName] OPTIONAL_SetRankTo[INT]
- RebuildAllSoldiersClass
- LevelUpSelectedSoldier 2
- ReloadWeapon
- HealSoldier
- FixSoldier
- ListSoldiers True
- resetcamerastack
- KillClosestEnemy
- KillAllEnemies
- AIDebugPatrols
- X2DebugBehavior
- ForceAbortSelectedInfil (on Mission geoscape)
- TheLost
- eTeam_Two
- eTeam_One
- eTeam_Alien
- eTeam_Neutral
- eTeam_Resistance
- eTeam_XCom
- DamageWholeTeam 99 eTeam_One
- DamageWholeTeam 99 eTeam_TheLost
- DamageWholeTeam 99 eTeam_Two
- DamageWholeTeam 99 eTeam_Alien
- DamageWholeTeam 6 eTeam_Xcom
- DamageWholeTeam 3 eTeam_Xcom
- EndBattleForceWin
- MEME_GiveSoldier Firstname Lastname
- ShowActiveLightingMap
- ForceLightingMap
- EnvLighting_Day
- EnvLighting_NightSky_Bright
- Wilderness
- EnvLighting_NightSky_Terror_Bright
- EnvLighting_CityCenterNight_SHELL_Bright
- Abandoned
- RebuildSelectedSoldiersClass MZPatchworkProf
- GiveContinentBonus ContinentBonus_LocationScout
- ExportCurrentCharacterPool
- ExportAllBodyPartTemplatesToFile
- Base Game
- AddItem [item id] [amount]
- AddItem Supplies 100 Receive 100 supplies
- AddItem Supplies -100 Remove 100 supplies
- aichangejobs
- AiDebugAi
- aidebugjobs
- BondSoldiers ["soldier name"] ["soldier name"] [true / false]
- ChangeList
- degugspawningtoggle
- dropunit [UNIT]
- dumpconsolecommands
- fogdensity INT
- ForceCompleteObjective [objective id] (Strategy Only, can break stuff)
- ForceCritHits
- GiveAbilityCharges
- GiveActionPoints [amount]
- GiveContinentBonus [continent bonus id]
- GiveEngineer [level]
- GiveFacility [facility id] [avenger/map index]
- GiveFactionSoldiers
- GiveHackReward [hack reward id]
- GiveResource [resource id] [amount]
- GiveScientist [level]
- GiveTech [tech id]
- HealAllSoldiers
- KillAllAIExceptClosestUnitToCursor
- KillAllAIs
- killclosestunittocursor
- LevelUpBarracks [amount]
- listsounds
- listtextures
- MakeSoldierAClass ["soldier name"] [class id]
- PowerUp
- RemoveFortressDoom [amount]
- RestartLevel
- RestartLevelWithSameSeed
- savescum
- screenshot
- setregionreslevel 3 (gives radio relay)
- SetSoldierStat setsoldierstat [stat id] [value] [soldier name] [0 / 1]
- SetStratagyFacilitiesFree All facilities free, toggle with on/off
- SetStratagyFacilitiesInstantBuild Ability to build facilities instantly, toggle with on/off
- SetStratagyFacilitiesSuperSpree Ability to build all facilities instantly for free, toggle with on/off
- SetStrategyFacilitiesUnlockAll Ability to build all facilities, toggle with on/off
- SkipAI
- slomo INT [Speed]
- TakeNoDamage All units invincible
- TakeNoDamage
- TATC; Set Cursor for all Allies
- ToggleFOW
- ToggleGodMode;
- ToggleRain
- ToggleSquadConcealment
- ToggleSquadConcealment;
- ToggleUnlimitedActions
- ToggleUnlimitedAmmo
- ToggleUnlimitedAmmo;
- TTC; Set Cursor for Unit
- X2DebugMap
- x2debugvisibility
- Resources (vanilla)
- AlienAlloy
- EleriumCore
- EleriumDust
- Intel
- Supplies
- [WOTC] MEME Give Soldier Command
- https://steamcommunity.com/sharedfiles/filedetails/?id=3175768314
- MEME_GiveSoldier Firstname Lastname - will search your character pool for this character as an xcom soldier, and create them if they exist. If not found, or not an xcom soldier (templar etc) it will FAIL.
- MEME_GiveSoldier Firstname Lastname true - If no matching xcom soldier is found, a new randomised Rookie will be created with the set First/Last Name
- MEME_GiveSoldier Firstname Lastname true CharacterTemplate - will search your character pool for this as character a (Xcom/Templar/Reaper/Spark/Skirmisher/Proxian/etc) soldier, and create them if they exist. If not found, or not that soldier type, a new randomised FactionSoldier will be created with the set First/Last Name
- MEME_GiveSoldier Firstname Lastname true CharacterTemplate # - As above, but sets the soldier's rank.
- XPanD Tactical commands:
- https://steamcommunity.com/sharedfiles/filedetails/?id=3113132590
- Tactical commands:
- EndBattleForceWin
- Attempts to force-complete all objectives, and then ends the mission.
- HealSoldier [target non-allies instead?]
- Fully heals the closest unit, wakes them up if unconscious and removes bleed-outs.
- FixSoldier [target non-allies instead?]
- Refreshes the closest unit's will, restores AP and removes negative statuses.
- RepairSoldierArmor [target non-allies instead?]
- Repairs any shredded armor on the closest unit, and refreshes any shields.
- KillClosestEnemy [target neutral units?] [target allies instead of enemies?]
- Kills the closest enemy to the cursor. Handles stuff like mind control and regeneration properly.
- KillAllEnemies [target neutral units?] [target allies instead of enemies?]
- Kills all enemies on the field. Save first, potentially very dangerous! (especially with arguments)
- DropSoldier <full name of unit, no nickname>
- Drops an undeployed unit into combat at the cursor, using whatever equipment they last had.
- Debug: DropRandomSoldiers <number of soldiers>
- Attempts to drop in the specified amount of units. Requires names to follow the "Random #" format from GiveRandomRookies, and always starts at 1.
- Strategy commands:
- HealSoldier
- Fully heals the selected soldier or SPARK.
- FixSoldier
- Restores the selected soldier's will, and removes status effects like Tired/Shaken.
- BondSoldier <full name of second unit, no nickname>
- Increases the bond between the selected soldier and the targeted one by one level.
- UnbondSoldier
- Breaks all of the selected soldier's current bonds.
- SetSoldierAP <amount>
- Sets the selected soldier's number of personal (non-XCOM) ability points.
- RandomizeSoldierNickname
- Randomizes the selected soldier's nickname. Uses the base game nickname lists.
- SetSoldierNickname <nickname>
- Sets the selected soldier's nickname, even if they're not eligible for one yet. Allows illegal characters and >11-character nicknames, apply at your own risk! (very stable in tests, but yeah)
- SetSoldierFirstName/LastName <name>
- Sets the selected soldier's first or last name. Also allows illegal characters and long names.
- Debug: HideUIFlags
- Hides pending notification flags, usually seen at the bottom left. Useful if they're stuck.
- Debug: GiveRandomRookies <number of rookies>
- Spawns in X rookies with the "Random #" name format. Requires MEME Give Soldier Command.
- Universal commands:
- RollDie <highest number>
- Rolls a random number between 1 and the provided number. (inclusive)
- FindAbility <internal ability name, or part of a friendly name>
- Displays an ability's matching names, description and parent class. Can also be used to search for abilities when provided with part of a friendly name. (the one that shows in-game)
- ListSoldiers [show unavailable units?]
- Lists all available/deployed units. Pass "true" to show unavailable units as well. (useful for CI)
- Debug: DumpHelpTextOnlyAbilities
- Prints all abilities with valid help text but no description. (generally tactical-only stuff)
- [WOTC] Additional Soldier Console Commands
- https://steamcommunity.com/sharedfiles/filedetails/?id=1370543410
- LevelUpSelectedSoldier
- LevelUpSelectedSoldier Ranks[INT] Example - Level up the selected unit by 2 ranks: LevelUpSelectedSoldier 2
- Levels up just the currently selected soldier in the armory screen. The optional Ranks parameter lets you specify how many ranks to increase (defaults to 1 if unspecified).
- RebuildSelectedSoldiersClass
- RebuildSelectedSoldiersClass OPTIONAL_ChangeClassTo[FName] OPTIONAL_SetRankTo[INT] Example - Change the currently selected unit to a rank 1 (squaddie) Ranger: RebuildSelectedSoldiersClass Ranger 1
- Refreshes the ability tree and rerolls the XCOM abilities for the currently selected soldier in the armory screen. Used to update a class ability tree on an existing soldier that has been changed due to new mods or mod updates. Can use the optional parameters to change the soldier's class and set their rank (up or down). Refreshing a Soldier's Class will also reroll randomized stats from Point-Based NCE, Hidden Potential, etc. - unfortunately, this can't really be avoided without causing issues with all sources of stat-gains (Covert Ops, RPGO stat purchases, etc.).
- Use this instead of the vanillia MakeSoldierAClass command to change classes. The vanillia command does not properly support things like Beta Strike, NCE, XCOM/AWC Abilities, etc. Also supports classes that use the Highlander's ClassesExcludedFromAWCRoll functionality.
- RebuildAllSoldiersClass
- RebuildAllSoldiersClass
- Refresh the soldier's ability tree and XCOM abilities for All soldiers in the barracks. Does not change class or rank.
- SetSelectedSoldiersStat
- SetSelectedSoldiersStat eStat_Type[BYTE] Stat_Amount[FLOAT] OPTIONAL_ModifyExistingStatBase[BOOL] Example - Change the currently selected soldier's Hacking to 50: SetSelectedSoldiersStat eStat_Hacking 50 Example - Modify the currently selected soldier's Will by +20: SetSelectedSoldiersStat eStat_Will 20 true
- Sets the currently selected soldier's eStat to the specified value or, if the optional bool OPTIONAL_ModifyExistingStatBase is set to true, modifies the existing base stat by the specified value.
- SetSelectedSoldiersComInt
- SetSelectedSoldiersComInt eComInt_CombatIntelligence[BYTE] Example - Change the currently selected soldier's Combat Intelligence to Gifted [2]: SetSelectedSoldiersComInt 2
- Sets the currently selected soldier's Combat Intelligence level - use a value between 0 (standard) and 4 (savant). This will try to adjust the soldier's AP accordingly and WILL adjust it into the negative if you drop Combat Intelligence and have already spent the AP (meaning the next ability you purchase with AP on that unit will take extra XCOM AP to cover the difference). Be careful of the resistance cards that boost AP gain - it will calculate expected AP values based on the current value.
- Grimy's Console Commands
- https://steamcommunity.com/sharedfiles/filedetails/?id=693790751
- GiveSoldierAWCAbility string UnitName name AbilityName int slot
- UnitName -> "Firstname Lastname" of soldier, caps and spelling matters
- AbilityName -> TemplateName of ability you are adding
- Slot -> 0 = Unknown Slot, 1 = primary, 2 = secondary, 3 = Tertiary, etc.
- This matters because you COULD give your pistol or sword rapid fire or something like that.
- Examples
- Give RapidFire to a sidearm: GiveSoldierAWCAbility "Joe Chill" RapidFire 2
- LevelUpSoldier string UnitName int Ranks
- levels up a specific soldier the specified number of ranks
- DeleteSoldierAWCAbilities string UnitName
- removes all of a soldier's AWC abiliites
- GrimySetCharacterStat ECharStatType eStat float NewStat string UnitName
- allows you to set the stat of any character, even if they aren't a soldier.
- ;----------------------------------------
- ;STRATEGY LAYER
- ;----------------------------------------
- ;-----Vanilla-----
- GiveResource ItemName Value
- Gives you X amount of resource.
- AddItem ItemName Value
- Gives you X amount of item, requires you have an item already in stock for it to function(?)
- GiveScientist
- Gives you a scientist.
- GiveEngineer
- Gives you an engineer.
- MakeSoldierAClass “FirstName LastName” Class
- Sets the specified soldier's class.
- SetForceLevel X (1-20)
- Sets the alien's force level.
- GiveTraitToUnit FearOfMecs Overkill 9-8
- Gives the soldier a fear trait.
- ;-----Additional Soldier Console Commands-----
- LevelUpSelectedSoldier X
- Level up the selected unit by X ranks.
- RebuildSelectedSoldiersClass (Class) (Rank)
- Change the currently selected unit to a different class.
- RebuildAllSoldiersClass
- Refresh the soldier's ability tree and XCOM abilities for All soldiers in the barracks.
- SetSelectedSoldiersStat eStat_Type XX
- Change the currently selected soldier's specified stat (add 'true' to the end to add it to the current stat).
- SetSelectedSoldiersComInt X
- Change the currently selected soldier's Combat Intelligence.
- ReloadWeapon
- In a tactical mission, reloads the currently selected unit's primary weapon.
- GiveActionPoints X
- Gives X amount of action points.
- ToggleUnlimitedActions
- Toggles on/off infinite actions.
- Togglefow
- Toggles on/off Fog of War.
- ToggleUnitOutline
- Toggles unit outlines when obscured by other objects.
- X2ForceAllUnitsVisible
- Reveals all units on the map.
- X2DebugVisualizer
- Opens a menu, the "Clear Hangs" button helps with bugged reaction fire shots.
- X2AllowSelectAll 1
- Allows player control of every unit on the map.
- DropUnit X Y Z
- X = NPC ID
- Y = Team (0 = XCOM, 1 = ADVENT, 2 = Lost, 3 = Resistance, 4 = Civilian)
- Z = Scamper (0 = No, 1 = Yes
- ;----------------------------------------
- ;VANILLA NPC IDs
- ;----------------------------------------
- DropUnit advmec_m1 0 0
- -XCOM Soldier :
- soldier
- Note : will be a randomly generated rookie with kevlar and balistic equipment
- -ADVENT Trooper :
- basic : advtrooperM1
- advanced : advtrooperM2
- elite : advtrooperM3
- -ADVENT Officer :
- basic : advcaptainM1
- advanced : advcaptainM2
- elite : advcaptainM3
- -ADVENT Stun Lancer :
- basic : advstunlancerM1
- heavy : advstunlancerM2
- elite : advstunlancerM3
- -ADVENT Shieldbearer :
- basic : advshieldbearerM2
- elite : advshieldbearerM3
- -ADVENT MEC :
- basic : advmec_M1
- heavy : advmec_M2
- -ADVENT Turret (small version) :
- basic : advshortturretM1
- heavy : advshortturretM2
- super heavy : advshortturretM3
- -ADVENT Turret (tall version) :
- basic : advturretM1
- heavy : advturretM2
- super heavy : advturretM3
- -Xcom Turret :
- basic : xcomturretM1
- heavy : xcomturretM2
- Note : the ones in the base defence mission, has slightly more health and less armor than ADVENT's counterpart
- -Sectoid :
- basic : sectoid
- -Psi zombie :
- Non-Human : psizombie
- Note : supposedly ADVENT zombie (will look like a soldier with green kevlar, probably a placeholder)
- Human : psizombiehuman
- Note : supposedly human zombie (a floating head in this case)
- -Viper :
- basic: viper
- -Faceless:
- revealed: faceless
- disguised : facelesscivilian
- Note : it will automatically join ADVENT team if you try to move this one
- -Muton:
- basic : muton
- -Berserker:
- basic : berserker
- -Chryssalid :
- basic : chryssalid
- chryssalid cocoon : chryssalidcocoon
- Note : will appear as the placeholder soldier mentioned above then get covered in an orange mass of pus
- Archon :
- basic : archon
- -Andromedon :
- basic : andromedon
- broken shell : andromedonrobot
- -Gatekeeper :
- basic : gatekeeper
- -Sectopod :
- basic : sectopod
- -Codex :
- basic : cyberus
- -AVATAR :
- Commander's avatar : advpsiwitchM2
- Note : less health, no armor
- Elder avatar : advpsiwitchM3
- Note : more health has armor and has a cool STAND following it
- ;----------------------------------------
- ;WOTC NPC IDs
- ;----------------------------------------
- -The Lost :
- Thelost
- TheLostHP2
- TheLostHP3
- TheLostHP4
- TheLostHP5
- TheLostHP6
- TheLostHP7
- TheLostHP8
- TheLostHP9
- TheLostHP10
- TheLostHP11
- TheLostHP12
- -Lost Dasher :
- Thelostdasher
- TheLostDasherHP2
- TheLostDasherHP3
- TheLostDasherHP4
- TheLostDasherHP5
- TheLostDasherHP6
- TheLostDasherHP7
- TheLostDasherHP8
- TheLostDasherHP9
- TheLostDasherHP10
- TheLostDasherHP11
- TheLostDasherHP12
- TheLostDasherHP13
- TheLostDasherHP14
- TheLostDasherHP15
- TheLostDasherHP16
- TheLostDasherHP17
- TheLostDasherHP18
- TheLostDasherHP19
- TheLostDasherHP20
- TheLostDasherHP21
- TheLostDasherHP22
- -Lost Howler :
- Thelosthowler
- TheLostHowlerHP2
- TheLostHowlerHP3
- TheLostHowlerHP4
- TheLostHowlerHP5
- TheLostHowlerHP6
- TheLostHowlerHP7
- TheLostHowlerHP8
- TheLostHowlerHP9
- TheLostHowlerHP10
- TheLostHowlerHP11
- TheLostHowlerHP12
- TheLostHowlerHP13
- TheLostHowlerHP14
- TheLostHowlerHP15
- TheLostHowlerHP16
- TheLostHowlerHP17
- TheLostHowlerHP18
- TheLostHowlerHP19
- TheLostHowlerHP20
- TheLostHowlerHP21
- TheLostHowlerHP22
- -Lost Brute :
- Thelostbrute
- -Resistance soldiers :
- balistic : volunteerarmymilitia
- magnetic : volunteerarmymilitiaM2
- Plasma : volunteerarmymilitiaM3
- Note : these are the ones which spawn during "Haven retaliation" missions, they wear special clothing which can only be acquired as a customization option using mods
- -Resistance soldiers :
- tier 1 : civilianmilitiaM1
- tier 2 : civilianmilitiaM2
- tier 3 : civilianmilitiaM3
- Note : these are the ones which spawn in "rescue operatives from abandoned city" as the bodyguards of the VIP, they have the same armor and weapons as Xcom
- -ADVENT Purifier :
- basic : advpurifierM1
- advanced : advpurifierM2
- elite : advpurifierM3
- -ADVENT Priest :
- basic : advpriestM1
- advanced : advpriestM2
- elite : advpriestM3
- -ADVENT field commander :
- basic : advgeneralM1
- advanced : advgeneralM2
- elite : advgeneralM3
- -Spectre :
- basic : spectreM1
- advanced : spectreM2
- -Shadow :
- basic : shadowbindunit
- advanced : shadowbindunit M2
- Note : these are supposed to be the shadow produced from the 'shadowbind' ability, however when spawned with the console they will appear as placeholder soldiers with no weapon or ability whatsoever, they can be useful as a dummy if you need an enemy to keep a mission from ending without having them shooting at you
- -The Chosen Assassin :
- tier 1 : chosenassassin
- tier 2 : chosenassassinM2
- tier 3 : chosenassassinM3
- tier 4 : chosenassassinM4
- -The Chosen Hunter :
- tier 1 : chosensniper
- tier 2 : chosensniperM2
- tier 3 : chosensniperM3
- tier 4 : chosensniperM4
- -The Chosen Warlock :
- tier 1 : chosenwarlock
- tier 2 : chosenwarlockM2
- tier 3 : chosenwarlockM3
- tier 4 : chosenwarlockM4
- Note: as far as I'm aware, spawning chosens on Xcom's side is a bit buggy, you can only have a single chosen with you otherwise they all become unresponsive and you need to pass a turn or two to finnally be able to control your chosen, spawning the chosen on ADVENT team however worked flawlessly even if multiple of them were spawned at once (You can try to make an enemy pod get triggered by the chosen you spawned in order to make them responsive again if you can't control them)
- -Spectral Stun lancer :
- tier 1 : spectralstunlancerM1
- tier 2 : spectralstunlancerM2
- tier 3 : spectralstunlancerM3
- tier 4 : spectralstunlancerM4
- Note : they appear as regular stun lancers when spawned via console
- -Spectral Zombies :
- tier 1 : spectralzombieM1
- tier 2 : spectralzombieM2
- tier 3 : spectralzombieM3
- tier 4 : spectralzombieM4
- Note: appear as placeholder soldiers when spawned via console
- ;----------------------------------------
- ;ALIEN HUNTER NPC IDs
- ;----------------------------------------
- -Neonate viper :
- basic : viperneonate
- -Bradford :
- basic : nestcentral
- Note : the same as Bradford we get to control in the nest mission
- -Viper King :
- basic : viperking
- -Berserker Queen :
- basic : berserkerqueen
- -Archon King :
- basic : archonking
- ;----------------------------------------
- ;SHEN'S LAST GIFT NPC IDs
- ;----------------------------------------
- -Spark-001 :
- basic : losttowersspark
- Note : this is the Spark you get in the lost tower mission
- -Lilly Shen :
- basic : losttowersshen
- Note : Lilly Shen that you control in the lost towers mission
- - Derelict MEC :
- basic : feralmec_M1
- -Derelict Turret :
- basic : losttowersturret_M1
- -Julian's Sectopod :
- basic : sectopod_markov
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