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Installation

Get the mod

Subscribe on the Steam Workshop, or drop the mod folder into your XCOM 2/XCom2-WarOfTheChosen/Mods/ directory and enable it in the launcher.

Ability Editor has no dependencies for players. It does not replace any game class, so it coexists with overhaul mods - though what it can reach depends on load order when another mod rewrites the same templates. See Troubleshooting.

Where your config goes

Edits live under the [AbilityEditor.X2DLCInfo_AbilityEditor] section of XComAbilityEditor.ini.

You have two reasonable places to put them:

In Ability Editor's own config - fine for personal tweaks, but a Workshop update can overwrite it:

.../Mods/AbilityEditor/Config/XComAbilityEditor.ini

In your own mod - the right home for anything you want to keep or share. Create a tiny mod with just a Config/XComAbilityEditor.ini containing the same section header and your +AbilityEdits entries. The + prefix appends to Ability Editor's list rather than replacing it, so several mods can contribute edits at once.

Check it is working

Turn on logging - in XComEngine.ini, under the same section:

[AbilityEditor.X2DLCInfo_AbilityEditor]
EnableDebug=true

Every applied change is then written to Launch.log under the AbilityEditor tag, as:

<Ability> <Field> changed from <old> to <new>

Unresolvable ability names and class names are reported there too. If a field you expected is absent from the log, it was never applied - start with Troubleshooting.

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