Modding LWOTC

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Revision as of 00:07, 24 October 2021 by Inukealot (talk | contribs)
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Each INI file that can be modified to your liking will be listed with what changes can be done, how they can be changed and what line they appear in.

XComClassData

Each class is set up with the same structure and so what can be modified will be listed.

  • NumInForcedDeck=X : Guaranteed number of this class that can be obtained over the campaign. Also allowed to be trained in GTS. Giving a “0” means they are not guaranteed and will not be trainable through the GTS
  • NumInDeck=x : Chance to get this class after “NumInForcedDeck” is depleted. A value of 4 is standard, setting it higher will on average give this class more often.
  • bCanHaveBonds=(True/False) : Determines whether this class can have bonds with other soldiers
  • bAllowAWCAbilities=(True/False) : Determines whether the class can gain random abilities that can be obtained through the Training Center
  • BaseAbilityPointsPerPromotion=X : Determines the AP gain per promotion at Very Low ComInt (Each higher level grants an additional AP per rank)
  • SquaddieLoadout=”(Name of loadout)” : Determines the default loadout for the class, this is available in the “XComGameData” (idk how to link to a part of a page)
  • AllowedWeapons=(SlotType=eInvSlot_(Weapon Slot))Weapon, WeaponType=”(Weapon Type)”) : What weapons the class is allowed to use. The weapon slot and its type are as follows.
    • Primary : rifle, smg, shotgun, cannon, sniper, vektor_rifle, gauntlet, bullpup, sparkrifle
    • Secondary : lw_gauntlet (technical gauntlet), gremlin, grenade_launcher, combatknife (gunner knife), sawedoffshotgun, holotargeting, arcthrower, sword, psiamp, sparkbit, claymore, throwingknife (reaper knife), sidearm (autopistol), templarshield, wristblade (skirmisher ripjack)
    • Heavy : heavyammo (additional charges for technicals), heavy (shredder gun)
  • AllowedArmors=”(type)” what armor the class is allowed to equip.
    • soldier : The standard soldier armor, also allowed to use the mobility and heavy armor
    • reaper/skirmisher/templar : the armor used by heroes, it is the equivalent of the basic armor and is restricted to only this type.
    • spark : the armor frame used for sparks
  • bIgnoreInjuries=1/0 : 1 allows the unit to be deployed regardless of injuries or not on all missions
  • RandomAbilityDecks=(DeckName=”(Deck name)”, Abilities=((list of abilities))) : The pool of abilities used for random abilities trained through the Training Center
  • SolderRanks=(AbilitySlots=((list of abilities){This is where you apply the RandomDeckName for random abilities}), aStatProgression=((stat type and amount))) ; The list of abilities and stat gain for each given rank starting at squaddie. Possible stats that can be applied are the following.(all starts with the syntax “eStat_”)
    • UtilityItems - number of utility slots available to this soldier
    • HP
    • Offense - Aim
    • Defense
    • Mobility
    • Will
    • Hacking
    • SightRadius
    • Dodge
    • ArmorMitigation - armor points
    • ArmorPiercing
    • PsiOffense
    • DetectionModifier - probably incremented in float values, like 0.1f
    • CritChance
    • CombatSims - PCS slot
    • FlankingCritChance
    • ShieldHP - ablative HP bonus. Ablative HP is the orange "shield" health on top of the normal Health bar.
    • FlankingAimBonus

XComGameBoard

  • 6-9 : Radio Tower base cost,
  • 12-15 : Radio Tower cost increase per tower built,
  • 29-37 : *in progress/unknown* initial supply drop for new contacted regions?
  • 45-48 : Base Intel Cost for contacting a new region
  • 50-58 : Minimum and Maximum days it takes to contact a new region.
  • 66-68 : Minimum and Maximum amount of links a region can have. Toggle for cross continent links. (Allowable links give in {section}). Is not a strict rule, there may be rare cases where regions with two links may be formed while following the rule in arranging region links.

Points Of Interest

  • 72-80 : Minimum and Maximum scan time in days for points of interests (random scanning points that grants a reward upon completion)
  • 82-90 : Minimum and Maximum hours in which the point of interest despawns
  • 93-101 : Minimum and Maximum scan time in days for the alien rulers dlc mission
  • 104-112 : Minimum and Maximum scan time in days for shens last gift dlc mission
  • 114-138 : *in progress/unknown* POI for rebels
  • 139-163 : *in progress/unknown* POI for resistance MEC
  • 164-194 : *in progress/unknown* POI for newresources (idk)
  • 195-211 : *in progress/unknown* POI for supplies (other values can be found in the ini file of the same name for the base game)
  • 212-225 : *in progress/unknown* POI for intel (other values can be found in the ini file of the same name for the base game)
  • 226-240 : *in progress/unknown* POI for alien alloys (other values can be found in the ini file of the same name for the base game)
  • 241-254 : *in progress/unknown* POI for aliens alloys and elerium crystals (other values can be found in the ini file of the same name for the base game)
  • 255-264 : *in progress/unknown* POI for scientist
  • 265-274 : *in progress/unknown* POI for engineer (other values can be found in the ini file of the same name for the base game)
  • 275-288 : *in progress/unknown* POI for rookies (other values can be found in the ini file of the same name for the base game)
  • 289-298 : *in progress/unknown* POI for soldier (other values can be found in the ini file of the same name for the base game)
  • 299-312 : *in progress/unknown* POI for avenger power (other values can be found in the ini file of the same name for the base game)
  • 313-321 : *in progress/unknown* POI for resistance contacts (other values can be found in the ini file of the same name for the base game)
  • 322-330 : *in progress/unknown* POI for loot table (idk) (other values can be found in the ini file of the same name for the base game)
  • 331-345 : *in progress/unknown* POI for grenades/ammo (other values can be found in the ini file of the same name for the base game)
  • 345-354 : *in progress/unknown* POI for reduced contact cost (other values can be found in the ini file of the same name for the base game)
  • 355-363 : *in progress/unknown* POI for heavy weapon (other values can be found in the ini file of the same name for the base game)
  • 364-372 : *in progress/unknown* POI for facility lead (other values can be found in the ini file of the same name for the base game)
  • 373-381 : *in progress/unknown* POI for Guerilla Op (unsure how this functions due to the changes in mission generation)
  • 382-391 : *in progress/unknown* POI for supply raid (unsure how this functions due to changes in mission generation)
  • 392-400 : *in progress/unknown* POI for region income (unsure how this functions due to changes in income generation)
  • 401-412 : Adjust how the skyranger traverses the geoscape
    • Acceleration : *in progress/unknown*
    • Flight Height : *in progress/unknown* how high it moves up before traversing?
    • InFlightTimeScale : *in progress/unknown* how much time changes as it moves?
    • MaxSpeedFlying : *in progress/unknown*
    • MaxSpeedVertical : *in progress/unknown*
    • RotationSpeed : *in progress/unknown*
    • MaxLiftOffLandPitch : *in progress/unknown*
    • MaxFlightPitch : *in progress/unknown*
    • MaxFlightTurnRoll : *in progress/unknown*
    • MaxTurbulenceRoll : *in progress/unknown*
    • LandingRadius : *in progress/unknown*
  • 417-418 : Minimum and Maximum time it takes for UFO to intercept
  • 420 : UFO Interception chance
  • 421 : Story Mission UFO Interception Chance
  • 423-426 : Ufo Interception chance after the first ufo
  • 439-446 : *in progress/unknown* region link lengths (don’t think this does much if anything)
  • 448-479 : *in progress/unknown* what linked regions are allowed on a given region

Covert Actions

  • 481-482 : Covert Action XP Reward
  • 491-501 : Covert Action Chosen Hunt 1 duration in hours
  • 502-512 : Covert Action Chosen Hunt 2 duration in hours
  • 513-523 : Covert Action Chosen Hunt 3 duration in hours
  • 524-534 : Covert Action Intense Training (stat boat) duration in hours
  • “Easy” failure risk Covert Actions
    • 536-546 : Gather Supplies duration in hours
    • 547-557 : Gather Intel duration in hours
    • 558-568 : Gain Xcom AP duration in hours
    • 569-579 : Superior Weapon upgrade duration in hours
    • 580-590 : Superior PCS duration in hours
    • 591-601 : Alien Loot duration in hours (loot table link)
    • 613-623 : Form/Level Soldier bond duration in hours
    • 624-633 : Resistance Mec duration in hours
    • 648-658 : Rescue Soldier duration in hours
    • 659-669 : Find second faction duration in hours
    • 670-580 : Find third faction duration in hours
    • 692-702 : Recruit Extra faction hero
  • “Moderate” failure risk Covert Actions
    • 704-714 : Recruit scientist duration in hours
    • 715-725 : Recruit engineer duration in hours
    • 726-736 : Loot Alien Morgue (gain corpses) duration in hours
    • 737-747 : Recruit Resistance Rebels duration in hours
    • 748-758 : Cancel Chosen activity duration in hours
    • 759-769 ; Delay Chosen activity duration in hours
    • 770-779 : Gain resistance contact duration in hours
  • “Hard” failure risk Covert Actions
    • 806-816 : Remove avatar progress duration in hours
    • 817-827 : Gain facility lead duration in hours
  • 830-831 : “Easy” failure chance
  • 834-835 : “Moderate” failure chance
  • 838-839 : “Hard” failure chance
  • 851-852 : Ambush chance (scaling ambush chance if it hasn’t occurred link)
  • 854-864 : Reaper HQ intel generation