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Where can I change the price of EXALT Weapons?


Hike

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I changed the characteristics of the EXALT Weapons in DefaultGameCore.ini and it works, but I do not see the price for which I can sell it on the gray market. I tried to unpack XComGame.upk and XComStrategyGame.upk, but DecompressLZO.exe writes that they are unpacked and what to do next is unclear so where can I find inaccessible ini files or scripts?

Edited by Hike
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Don't believe that "Gray Market" pricing has come up before. My initial guess would be that it is a fixed percentage of the "ITEM Base Balance Costs" as listed in the DGC.ini file. As EXALT is EW specific, you will have to look in it's version of that file. Be sure you are finding it under the "XEW" folder tree. The XCOM wiki has a table that lists the prices you can get for EXALT materials for comparison.

 

FYI: The "Long War" team seems to have figured it out, based upon a "change" note in Beta 14:

- Fixed: Can no longer sell Ethereal Device on Gray market. Increased price of Hyperwave Detector so it's worth selling after multiple base raids. Lowered alien entertainment price somewhat so base raids don't get that much better.

 

 

As for unpacking the UPK file: if they are unpacked, then you can examine them with a hex editor or with "Unreal Game tools". See the UPK File Format and Modding Tools articles.

 

-Dubious-

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  • 3 weeks later...

You can add them into DefaultGameCore.ini, where are prices defined. Tune iCash as you like.

ItemBalance_Easy=(eItem=eItem_ExaltAssaultRifle,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Easy=(eItem=eItem_ExaltLMG,			iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Easy=(eItem=eItem_ExaltSniperRifle,		iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Easy=(eItem=eItem_ExaltLaserAssaultRifle,	iCash=2, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Easy=(eItem=eItem_ExaltHeavyLaser,		iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Easy=(eItem=eItem_ExaltLaserSniperRifle,	iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Easy=(eItem=eItem_ExaltRocketLauncher,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)

ItemBalance_Normal=(eItem=eItem_ExaltAssaultRifle,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Normal=(eItem=eItem_ExaltLMG,		iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Normal=(eItem=eItem_ExaltSniperRifle,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Normal=(eItem=eItem_ExaltLaserAssaultRifle,	iCash=2, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Normal=(eItem=eItem_ExaltHeavyLaser,	iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Normal=(eItem=eItem_ExaltLaserSniperRifle,	iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Normal=(eItem=eItem_ExaltRocketLauncher,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)

ItemBalance_Hard=(eItem=eItem_ExaltAssaultRifle,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Hard=(eItem=eItem_ExaltLMG,			iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Hard=(eItem=eItem_ExaltSniperRifle,		iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Hard=(eItem=eItem_ExaltLaserAssaultRifle,	iCash=2, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Hard=(eItem=eItem_ExaltHeavyLaser,		iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Hard=(eItem=eItem_ExaltLaserSniperRifle,	iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Hard=(eItem=eItem_ExaltRocketLauncher,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)

ItemBalance_Classic=(eItem=eItem_ExaltAssaultRifle,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Classic=(eItem=eItem_ExaltLMG,		iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Classic=(eItem=eItem_ExaltSniperRifle,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Classic=(eItem=eItem_ExaltLaserAssaultRifle,iCash=2, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Classic=(eItem=eItem_ExaltHeavyLaser,	iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Classic=(eItem=eItem_ExaltLaserSniperRifle,	iCash=3, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)
ItemBalance_Classic=(eItem=eItem_ExaltRocketLauncher,	iCash=1, iElerium=0, iAlloys=0, iTime=-1,iEng=-1)

---

 

If these lines are not in DefaultGameCore.ini, then prices are taken from XComStrategyGame.upk, class XGItemTree, function BuildItems. You can view decompressed *.upk files with UE Explorer. Open a file, click Objects tab, then Classes tab, use search field at the bottom to filter XGItemTree. And if you open XComGame.upk, class XGItemLibrary explains where I got those numbers.

// ExaltAssaultRifle
BuildItem(212, 1, 0, 0,, -1, -1,,,, 70);
// ExaltLMG
BuildItem(213, 1, 0, 0,, -1, -1,,,, 71);
// ExaltSniperRifle
BuildItem(214, 1, 0, 0,, -1, -1,,,, 72);
// ExaltLaserAssaultRifle
BuildItem(215, 2, 0, 0,, -1, -1, 20,,, 73);
// ExaltHeavyLaser
BuildItem(216, 3, 0, 0,, -1, -1, 21,,, 74);
// ExaltLaserSniperRifle
BuildItem(217, 3, 0, 0,, -1, -1, 22,,, 75);
// ExaltRocketLauncher
BuildItem(218, 1, 0, 0,, -1, -1,,,, 76);

function BuildItem(iItem, iCashCost, iEleriumCost, iAlloyCost, iMeldCost, iTime, iMaxEngineers, eTechReq, eItemReq, eFTech, EImage)
Edited by Drakous79
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