Xcom 2 Do Mods Disable Achievements
XCom 2 V1.00 64bit Trainer +8
Playing a modded game does not prevent you from earning achievements, and in theory you could use mods to help earn achievements. Opening the developer's console, however, disables achievements during that play session. To earn achievements again.
XCom 2 V1.0.0.33124 Trainer +8
XCom 2 V1.0.0.38237 Trainer +8
XCom 2 V1.0.0.53767 Trainer +8
XCom 2 V12.31.2016 Trainer +8
XCom 2 War Of The Chosen V09.03.2017 Trainer +8
Xcom 2 Do Mods Disable Achievements List
XCom 2 War Of The Chosen V10.22.2017 Trainer +8
XCom 2 V08.02.2018 Trainer +8
XCom 2 War Of The Chosen V08.02.2018 Trainer +8
XCom 2 War Of The Chosen V14.10.2018 Trainer +8
XCom 2 V14.10.2018 Trainer +8
Xcom 2 Do Mods Disable Achievements For Kids
Options:- Super Health
- Super Aim
- Super Will
- Super Armor
- Super H@ck
- Super Dodge
- Super Mobility
- Reset All Resources to 9999999
Notice:
- Should backup yourgame save , Super stats such as health aim . etc can't be reset so its best to stick with game built in console cheats if that is an option for you.
- First activate trainer then activate Disable Anticheats
- For Reset Resources make sure you are in main view of the base then activate Reset Resources then click on Armory then go back to main view of the base
- If you want to use game built in cheats visit this thread Here
Important Announcement to All Users on MrAntiFun.net Click Here
Disclaimer: Use these commands sparingly and at your own discretion! The game becomes VERY easy when you get rid of resource management. I don’t take any responsibility for any decline in game experience.
The last I used these, they DO NOT disable achievements.
Activating the console
Go to XCOM2’s launch options and add in the line “-allowconsole -log -autodebug” without quotation marks. Once you’re done, you can open the console from in-game using the tilde (~) key.
Console Commands
Give Resource
GiveResource [ResourceName] [Quantity]
(eg: GiveResource Supplies 500)
(This requires you to have at least one of that resource before you can add any more.)
AddItem [ResourceName] [Quantity]
(This adds the item/resource, without needing at least one.
Resource Names:
- Supplies
- EleriumDust
- AlienAlloy
- Intel
- EleriumCore
Item Names:
- Firebomb
- FragGrenade
- AlienGrenade
- FlashbangGrenade
- SmokeGrenade
- GasGrenade
- AcidGrenade
HeavyPlatedArmor (EXO Suit)
LightPlatedArmor (Spider Suit)
HeavyPoweredArmor (WAR Suit)
LightPoweredArmor (Wraith Suit)
ShredderGun
Flamethrower
BlasterLauncher
PlasmaBlaster
FlamethrowerMk2 (Hellfire Projector)
ShredstormCannon
IncendiaryRounds (Dragon rounds)
TalonRounds
TracerRounds
VenomRounds
ApRounds
BluescreenRounds
NanoFibreVest
PlatedVest
StasisVest
HazmatVest
Hellweave
Corpse[UnitName]
(eg: AddItem CorpseAdventShieldbearer 10 – will give me 10 Advent Shieldbearer corpses)
- UnitName can be: Sectoid, AdventTrooper, AdventOfficer,
- AdventStunLancer, AdventShieldbearer, Faceless, Viper, Berserker, Archon,
- Muton, Cryssalid, Sectopod, Andromedon, Gatekeeper, Avatar
(eg: AddItem AimUpgrade_sup 10 – will give me 10 Superior Scopes)
- Addon can be: Aim, Clipsize, Crit, FreeKill, FreeFire, MissDamage, Reload
- Quality can be: bsc (Basic), adv (Advanced), sup (Superior)
(eg: AddItem EpicPCSConditioning 5 – will give me 5 Advanced Conditioning (+4 HP) PCS)
- pcsName can be: Speed, Conditioning, Focus, Perception, Agility
- Quality can be: Common (Normal), Rare (Advanced), Epic (Superior)
Give Scientists/Engineers
You can only get one scientist or engineer at a time since XCOM 2 treats them all as actual units instead of counters like with XCOM:EU/EW.
The scientist/engineer level determines how effective they are at their job.
Higher level = higher speed boost in construction/research. I don’t know of any hard caps as to what the level maximum may be.
- GiveScientist [Level]
- GiveEngineer [Level]
Give Technology
GiveTech [TechName]
TechName can be:
WEAPONS TECH
- ModularWeapons
- MagnetizedWeapons
- GaussWeapons
- PlasmaRifle
- HeavyPlasma
- PlasmaSniper
- AlloyCannon
- Tech_Elerium
- Psionics
- HybridMaterials
- PlatedArmor
- EXOSuit
- SpiderSuit
- PoweredArmor
- WraithSuit
- WARSuit
AUTOPSIES
- AlienBiotech
- AutopsySectoid
- AutopsyViper
- AutopsyMuton
- AutopsyBerserker
- AutopsyArchon
- AutopsyGatekeeper
- AutopsyAndromedon
- AutopsyFaceless
- AutopsyChryssalid
- AutopsySectopod
- AutopsyAdventTrooper
- AutopsyAdventStunLancer
- AutopsyAdventShieldbearer
- AutopsyAdventTurret
- AutopsyAdventMEC
PROVING GROUND PROJECTS
- Skulljack
- ExperimentalAmmo
- ExperimentalGrenade
- ExperimentalArmor
- Bluescreen
- BattlefieldMedicine
- PlasmaGrenade
- AdvancedGrenades
- Skullmining
- HeavyWeapons
- AdvancedHeavyWeapons
General Commands
[IN-MISSION COMMANDS]
SkipAI (skips the AI turn, useful for getting past AI turns that never seem to end.
PowerUp (godmode, no damage, no reload required)
+ Shift + C at the same time while actually playing the sims 4 base game only and that should bring up.
TakeNoDamage (only no damage)
ToggleUnlimitedActions (infinite AP)
- WARNING: The enemy AI can use this too if you don’t disable it before ending your turn)
ForceCritHits (forces critical hits)
- WARNING: The enemy AI can use this too if you don’t disable it before ending your turn)
GiveActionPoints [Number] – (Gives [Number] action points to the selected unit)
- (Remember that sniper rifles take 2 action points to fire)
ToggleUnlimitedAmmo (no reload)
Togglefow (reveals the map, but enemies remain hidden until spotted by your soldiers)
ToggleSquadConcealment (Conceals your squad. Note the enemy will still remain alerted)
TTC (“Teleport to cursor”, teleports the selected unit to your mouse pointer)
TATC (“Teleport all to cursor”, teleports all units to your mouse pointer.
[IN-AVENGER COMMANDS]
LevelUpBarracks [Number] – Level up all soldiers in the barracks by [Number] ranks
MakeSoldierAClass [ClassName] – Turns a soldier into a specified class
HealAllSoldiers – Heals everyone in the barracks instantly
(Eg: MakeSoldierAClass “Jane Kelly” Ranger — this will turn Jane Kelly into a Ranger.
The quotation marks are required, and make sure to omit the nickname.)
NOTE: THIS WILL DEMOTE/PROMOTE THAT SOLDIER TO SQUADDIE
ClassName can be:
- Rookie
- Ranger
- Sharpshooter
- Grenadier
- Specialist
- PsiOperative
RemoveFortressDoom [Number] – Removes [Number] levels of Avatar Project progress
Note: You can only remove Avatar progress that isn’t from the extra Avatar facilities.
So if you have two facilities that each have 3 bars of progress, your Avatar progress will not go below 6 until you destroy them.
GiveFacility [FacilityName] [MapIndex]
(NOTE: Spawning facilities DOES NOT CLEAR OUT ALIEN DEBRIS!
Not sure what the facility names can be, but here are some reasonable guesses:
- Workshop
- Laboratory
- PowerRelay
- ShadowChamber
- ProvingGround
- ResistanceComms
- AdvancedWarfareCenter
- UFODefense (Defense Matrix)
- PsiChamber (Psi Labs)
- OfficerTrainingschool (GTS)
MapIndex numbers start from 3 on the top left, so it goes like
3 4 5
6 7 8
9 10 11
12 13 14
Original Link – Continuation of discussion