Hike Posted August 12, 2017 Posted August 12, 2017 (edited) 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 August 12, 2017 by Hike
dubiousintent Posted August 12, 2017 Posted August 12, 2017 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-
Drakous79 Posted September 2, 2017 Posted September 2, 2017 (edited) 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 September 2, 2017 by Drakous79
Hike Posted September 2, 2017 Author Posted September 2, 2017 (edited) Wow!! Thank you very match! I found how to use UE Exporer earlier, but I did not find the prices and gave up trying for a while. Edited September 2, 2017 by Hike
dubiousintent Posted September 4, 2017 Posted September 4, 2017 Indeed thanks, Drakous79. I've updated the "DefaultGameCore .ini settings" article with that info. The "how to" will be helpful for other missing items. -Dubious-
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