Counter-Terrorist Operations for OpenXcom

Released (updated ago). Ranked 46 of 259 with 769 (0 today) downloads

Published by FilipH (mod ID: 967235)


Counter-Terrorist Operations

A mod by the Inventorum Development Team

idt logo

This mod is a total conversion where the player leads an international counter-terrorist task force against various terrorist organizations. Set in the modern world, it includes over 60 new weapons based on real world counterparts. There is also a modification system, allowing customization of weapons, including attaching scopes and grenade launchers.

The mod is currently incomplete and therefore lacks some features and polish. Expect bugs and small issues. However the mod is still playable from start to finish.


This mod requires OpenXcom Extended (OXCE)

First you need to get a legal copy of Xcom: UFO Defense. You can get it at Steam or :) Download the latest OpenXcom Extended (OXCE) version here, available for PC, Android, macOS and iOS. Put your original Xcom data inside /UFO folder


- Open your "user" folder
- Copy the entire CTO zip file to the "/mods" folder. You can choose to unzip it or just move the zipped file.
- Enable the mod from the Mods option on the main menu.
(Instructions by Luke83)

- Open your "openxcom" folder inside the root of your Android device,
- Copy the entire CTO zip file to the "/mods" folder, You can choose to unzip it or just move the zipped file.
- Enable the mod from the Mods option on the main menu.

Make sure not to have both a zipped and an unzipped version of the mod in your mod folder, having both will cause graphical errors!

Join the IDT Discord server where you can discuss the mod, offer suggestions or feedback and report bugs:


OpenXcom Extended (OXCE)






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zGoldorak @zgoldorak

Even if it IS an incomplete version, I'd be lying if i said there wasn't lots of good time to be had with this mod. I started getting into xcom mods only recently, but i assumed that there was already something like this; a counter-terrorist force enhances everything i like about xcom, while getting rid of things i don't. Not saying it's better than vanilla, its different. ALSO, for people like me who like the overall xcom gameplay loop but find battles to be too long, uninteresting, and recurrent, resulting in battles being a chore to go through in order to enjoy the game; this mod pretty much solves all those issues VERY well. In short, not a masterpiece, but it is great if you're looking for what it offers.

zGoldorak @zgoldorak

To support what i said, i wanted to make this comment three days ago, but was busy playing it lol

smokezp @smokezp

Mod have quests, or events, or something else? Have campaign at all?

FilipH @filiph

The mod currently has a short campaign, probably about 30-50 missions long.

nickkeane @nickkeane

Segmentation fault when clicking left/back button in Ufopaedia when Uniform entry is displayed
CTO: v0.1.1
OXCE: v7.0 Stable

[18-09-2021_13-48-00] [FATAL] A fatal error has occurred: Segmentation fault.
[18-09-2021_13-48-00] [FATAL] 0x5b6d50 OpenXcom::CrossPlatform::stackTrace(void*)
[18-09-2021_13-48-00] [FATAL] 0x5b7bc0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[18-09-2021_13-48-00] [FATAL] 0x41c7f0 signalLogger(int)
[18-09-2021_13-48-00] [FATAL] 0x9ba390 OpenXcom::UfopaediaStartState::think()
[18-09-2021_13-48-00] [FATAL] 0x7ffafebbfd40 _C_specific_handler
[18-09-2021_13-48-00] [FATAL] 0x7ffafebd4910 _chkstk
[18-09-2021_13-48-00] [FATAL] 0x7ffafeb33830 RtlWalkFrameChain
[18-09-2021_13-48-00] [FATAL] 0x7ffafebd3770 KiUserExceptionDispatcher
[18-09-2021_13-48-00] [FATAL] 0x690e80 OpenXcom::Surface::blitNShade(OpenXcom::SurfaceRaw<unsigned char>, int, int, int, bool, int) const
[18-09-2021_13-48-00] [FATAL] 0x8023c0 OpenXcom::RuleItem::drawHandSprite(OpenXcom::SurfaceSet*, OpenXcom::Surface*, OpenXcom::BattleItem*, int) const
[18-09-2021_13-48-00] [FATAL] 0x977890 OpenXcom::ArticleStateItem::ArticleStateItem(OpenXcom::ArticleDefinitionItem*, std::shared_ptr<OpenXcom::ArticleCommonState>)
[18-09-2021_13-48-00] [FATAL] 0x9b6e10 OpenXcom::Ufopaedia::createArticleState(std::shared_ptr<OpenXcom::ArticleCommonState>)
[18-09-2021_13-48-00] [FATAL] 0x9b7860 OpenXcom::Ufopaedia::prev(OpenXcom::Game*, std::shared_ptr<OpenXcom::ArticleCommonState>)
[18-09-2021_13-48-00] [FATAL] 0x96def0 OpenXcom::ArticleState::btnPrevClick(OpenXcom::Action*)
[18-09-2021_13-48-00] [FATAL] 0x5d3850 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[18-09-2021_13-48-00] [FATAL] 0x68d2e0 OpenXcom::State::handle(OpenXcom::Action*)
[18-09-2021_13-48-00] [FATAL] 0x5cef20 OpenXcom::Game::run()
[18-09-2021_13-48-00] [FATAL] 0x41c950 SDL_main
[18-09-2021_13-48-00] [FATAL] 0x9bbec0 console_main
[18-09-2021_13-48-00] [FATAL] 0x9bbfe0 WinMain
[18-09-2021_13-48-00] [FATAL] ??
[18-09-2021_13-48-00] [FATAL] ??
[18-09-2021_13-48-00] [FATAL] 0x7ffafe2d7960 BaseThreadInitThunk
[18-09-2021_13-48-00] [FATAL] 0x7ffafeb8a2d0 RtlUserThreadStart
[18-09-2021_13-48-10] [FATAL] OpenXcom has crashed: Segmentation fault.

FilipH @filiph

Thanks for the report!
this is a known bug caused by a missing item sprite, it'll be fixed in a coming update one or two weeks from now.

Osobist_SCP @osobist1623652923

Looks very promising! I wonder how you guys managed to change weapons sprites when you loading and unloading it? How it works?

FilipH @filiph

The weapon sprite changing works by having a script switch between sprites depending on the ammo, if you want to take a look at it there is a version of it here:
its not the most efficient way to do it, but it does the job