SteelRook Posted January 25, 2017 Share Posted January 25, 2017 This will probably come across as a very simplistic question, but... How would one go about editing XCOM 2's loot tables? Say for instance I don't like how rare Repaeters are and want to make all weapon mods drop with the same rate? Here's what I know so far: Loot tables live in DefaultGameCore.ini, specifically in [XComGame.X2LootTableManager]. There are six loot tables I'm interested in when it comes to weapon mods - BasicWeaponUpgrades, AdvancedWeaponUpgrades, SuperiorWeaponUpgrades, as well as BlackMarketUpgrades_01, BlackMarketUpgrades_02, BlackMarketUpgrades_03. Each element in these tables represents one weapon mod and carries several parameters - Chance, MinCount, MaxCount, TemplateName, RollGroup. I can assume that TemplateName is the system name for the weapon mod and looking at the other tables suggests that MinCount and MaxCount define how many of that item I'm likely to get in a single drop - 1/1 for weapon mods, obviously. That's where my knowledge ends and my questions begin, however. 1. What does "chance" actually do? I know it defines the likelihood of getting that specific weapon mod every time the game rolls on a table, but based on what? It's not % chance since the numbers don't always add up to 100. Does the game combine the chance value and roll on the sum? Does chance 30 out of 150 come out to 20% (30/150 = 0.2)? I ask, because I remember looking at Insanity in the past, and the way that weighed the list of potential outcomes was weird in the extreme. 2. What's "RollGroup?" I can't really infer the meaning of this thing from looking at the code. I can see that mods are grouped somewhat "logically" in their RollGroups - one's for scopes, one's for ammo, one's for damage - but I can't glean the same rationale from any of the other tables. I suspect this affects drop chances, however, so it seems important to know. 3. How do I alter one of these drop tables? Each line starts with LootTables = (<some table>). I'm admittedly rusty on UnrealScript since last time I messed with mods, but I'm not familiar with this command at all. Is this appending a new row to a table? Does that mean I'll have to in some way remove rows from the table? Or is it enough to do a basic ini file edit with -LootTables = (<old values>) and +LootTables = (<new values>)? I have no way to actually verify loot tables that I'm aware of, so that sort of thing is useful to know. 4. Is there a good way to check that the values I'm trying to change have actually been changed to the correct ones? In the past, I've changed stats which the game already displays - damage, armour penetration, resource cost and so on. I have no easy in-game way of verifying drop tables, however. Is there an easy way to do this? --- Sorry for the long and wordy post for such a simple question, folks. I tried to do as much of the legwork as I could on my own. Thank you for your time. Link to comment Share on other sites More sharing options...
svartalfimposter Posted August 29, 2020 Share Posted August 29, 2020 I think "RollGroup"s seem to be things that belong to the same roll. For example, if I have a lockbox This is a line from Grimy's (I don't know what the +- mean at the start). -LootTables = ( TableName = "Archon_TimedLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="EleriumCore",RollGroup=1), Loots[1]=(Chance=45,MinCount=1,MaxCount=1,TableRef="MidAlienWeaponUpgrades",RollGroup=2), Loots[2]=(Chance=25,MinCount=1,MaxCount=1,TableRef="LateAlienWeaponUpgrades",RollGroup=2), Loots[3]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="AlienDatapad",RollGroup=3) ) This one has TWO entries in rollgroup 2, which means there's 45% chance of 1 MidAlienWeaponUpgrades and 25% chance of 1 LateAlienWeaponUpgrades from that drop.You will also get 1 elerium core (100% chance) and 25% chance of 1 alienDatapad. I think. Link to comment Share on other sites More sharing options...
Recommended Posts