Console Commands Xcom Enemy Within Access

Enabling the console in XCOM: Enemy Within is more complex than in its successor, XCOM 2, because the developers patched out standard access. You cannot simply use a launch parameter like -allowconsole in the base game. Method 1: Key Binding (No Mods)

The most reliable way to "use" commands without heavy modding is to bind specific commands to keys in the game's configuration files.

Locate File: Go to C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XEW\XcomGame\Config\ (or your specific install path).

Open DefaultInput.ini: Use a text editor like Notepad. Back up this file first. Add Bindings:

Tactical Commands (In-mission): Find the [XComGame.XComTacticalInput] section and add your line below it.

Base Commands (Geoscape): Find the [Engine.PlayerInput] section and add your line below it. console commands xcom enemy within

Format: Use this syntax: .Bindings=(Name="K", Command="[COMMAND]", Alt=True).

Example: .Bindings=(Name="U", Command="restartlevel", Alt=True) will restart the mission when you press Alt + U. Method 2: Using the "Long War" Dev Console Mod

If you want a live, typeable console, you must download a modified Engine.upk file, typically found on the Long War Nexus Mods page. This works for both the Long War mod and the base Enemy Within game. Once installed, pressing \ (backslash) usually opens the console. Essential Console Commands Most commands from Enemy Unknown also work in Enemy Within.

Here’s a short, informative piece tailored for a gaming guide or blog. It covers the essentials for using console commands in XCOM: Enemy Within.


Step 2: Open XComInput.ini

Find the file named XComInput.ini and open it with a text editor (Notepad or Notepad++ works fine). Enabling the console in XCOM: Enemy Within is

7. Research, Engineering, & Base Commands

| Command | Effect | |---------|--------| | GiveTech <techtag> | Instantly completes a research project. | | GiveAllTech | Instantly completes all research (very overpowered). | | GiveFacility <facilityname> | Instantly builds a facility (can cause corruption if not enough power). | | SetPower <amount> | Sets current power capacity. | | SetPowerUsage <amount> | Changes power drain. | | HideBase / ShowBase | Toggles base visualization – debug only. |

Tech tags (examples):
Tech_Weapon_Fragments, Tech_Xenobiology, Tech_AlienMaterials, Tech_BeamWeapons, Tech_CarapaceArmor, Tech_Meld, Tech_MEC, Tech_GeneticMod, Tech_PlasmaRifle.

Facility names (partial):
Facility_Lab, Facility_Workshop, Facility_PowerPlant (Thermal), Facility_SatelliteUplink, Facility_Foundry, Facility_PsiLabs, Facility_CyberneticsLab, Facility_GeneLab.


D. Monster Factory (Spawning Units)

Warning: Spawning enemies on the strategy layer can corrupt your save. Only use these in a tactical mission. Warning 2: Spawned units are neutral at first. You must get close to activate them.

| Command | Effect | | :--- | :--- | | SpawnUnit ePawnType_Sectoid 0 | Spawns a friendly Sectoid. (Change 0 to 1 for enemy). | | SpawnUnit ePawnType_Cyberdisc 1 | Spawns an enemy Cyberdisc. Good luck. | | SpawnUnit ePawnType_Mechtoid 1 | Spawns an enemy Mechtoid (requires a Sectoid commander nearby to shield it). | | SpawnUnit ePawnType_Berserker 1 | Spawns an enemy Berserker. It will charge you immediately. | | SpawnUnit ePawnType_Ethereal 1 | Spawns the final boss type. Insanely dangerous. | Step 2: Open XComInput

Tip for Spawning: Save your game before spawning. Nothing ruins a run like a Chryssalid appearing directly inside your Support's skull.


5. Mission & Tactical (Battle) Commands

Use these during a ground mission (Battlescape).

| Command | Description | |----------|-------------| | ToggleGodMode | Active soldier cannot die (but can still get panicked/flanked). | | UnlimitedMoves | Toggle infinite actions per turn for current soldier. | | TakeAction | Debug – forces current soldier to complete an action (often buggy). Better to use UnlimitedMoves. | | KillAliens | Instantly kills all aliens on the map (ends mission if all eliminated). | | RestartMission | Restarts current tactical mission from load (helpful if triggered accidentally). | | SpawnUnit <unit> <team> | Spawns a unit. Team: 0 = XCOM, 1 = Aliens, 2 = Neutral/Friendly (e.g., Civilians). Example: SpawnUnit Sectopod 1 | | SpawnUnitFromType <name> | Same as above but with technical names – use SpawnUnit usually. | | DropItem <itemname> | Drops a specific item at cursor location during tactical. | | GiveActionPoints 5 | Adds action points to current soldier (0-99). | | DamageUnit <amount> | Damages the selected unit (alien or soldier) by that HP amount. | | SetUnitHP <hp> | Sets current unit’s HP (can heal). | | ExitToSkyranger | Teleports entire squad to the LZ (evac zone) – useful for quick mission ends. | | ForceCompleteMission | Ends mission with current objectives (risky – may break scripted missions). |

List of spawnable units (team 1 = enemy):
Sectoid, Floater, ThinMan, Muton, Cyberdisc, Drone, Sectopod, Ethereal, Berserker, Chryssalid, HeavyFloater, Mechtoid, Seeker, Outsider, Zombie, SHIV (not all work as enemies).


When to Use the Console (Guilt-Free)

Part 3: Essential Console Commands (By Category)

Here is the master list of commands that work in XCOM: Enemy Within. I have tested these in the Steam version (with the EW expansion enabled).

9. Complete Mission & Objective Commands

These are risky – best use ForceCompleteMission only if you’re stuck.

ForceExitToStrategy – Ends mission immediately (even without evac), mostly works but may skip rewards.
XComHQ_ReturnFromMission – Forces return to base after current mission ends.



console commands xcom enemy within

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