The hack using ArtMoney (XCOM 2)
Well, share info, kameraden, anyone that managed to crack and how?)BattlHamster
Will not work if you have no kernel yet.
So - try: Giveitem EleriumCore 10
With the upgrade works like this:
Spoiler
additem CritUpgrade_Sup 1
additem AimUpgrade_Sup 1
additem ClipSizeUpgrade_Sup 1
additem FreeFireUpgrade_Sup 10
additem ReloadUpgrade_Sup 1
additem MissDamageUpgrade_Sup 1
additem FreeKillUpgrade_Sup 1
additem EpicPCSSpeed 1
additem EpicPCSConditioning 1
additem EpicPCSFocus 1
additem EpicPCSPerception 1
additem EpicPCSAgility 1
Okay, the question is, where in the ini files Action Points (Unit Turns, action points)????
Uh... not sure that they are correct. Can range correct.
CharacterBaseStats[eStat_Mobility]
I'm more interested in that answer:
CharacterBaseStats[eStat_AlertLevel]=2 the Probability of detection by the enemy?
CharacterBaseStats[eStat_CombatSims]=0
CharacterBaseStats[eStat_HighCoverConcealment]=1 Efficiency ability to hide behind cover?
CharacterBaseStats[eStat_Strength]=0
Well, okay, but there is a trainer which these action points, infinite doing? :) But no plow, and no shithappens :)
RaiJu
Do You need it? No interest will not. Because you can Dodge and ordinary to make uber accuracy with constant crits and mega armor, but at least you can play.
Ex_Vandal
If I asked about play, I would be in this top did not write anything :) Leave a lecture to his children.
RaiJu
OMG, what morality is in the singles game? Just makes sense to play a bunch of repetitive missions in the form of a shooting range where the enemy is almost not moving? The plot is interesting? You can now see where the extra pain in the ass.
Dante_Avitus
Filled mod in the files - XCOM 2 Extra Weapon Upgrade Slots
You can change the number as desired. The default 3 slots in all weapons.
Ex_Vandal
Even as correct. You can at least 50 moves to deliver. But there is not so simple. The rule is necessary in several places. But all the new soldiers regardless of rank will be bistronomy ;)
Much easier mobility and Dodge to add armor as a modifier. For example +10 HP, +20 mobility and +30 evasion.
Armor edit in the file DefaultGameCore.ini in the section [XComGame.X2Ability_ItemGrantedAbilitySet]
For example, the Ghost armor:
СпойлерLIGHT_POWERED_HEALTH_BONUs bonus health
LIGHT_POWERED_MOBILITY_BONUS - bonus mobility
LIGHT_POWERED_DODGE_BONUS - bonus evasion
WALL_PHASING_DURATION=10 - 10 moves the duration of effect of passage through the wall
WALL_PHASING_CHARGES=10 - number of uses
And the slots for grenades and devices where registered? And medikit? Personally, I'm uber peppers don't want to do, so just enough accuracy, the size of shops and number of uses of itemshow to increase. And that laughter, a fighter with 1 grenade... now at least 3 wears)
Ex_Vandal
[eStat_AlertLevel]=2 - the variable responsible for the detection. The range modifier is responsible for this variable.
The radius of detection to rule over the opponents. You can put 1 and they are blind as kittens.
You can also change your vision and see the whole map from spawn.
[eStat_HighCoverConcealment]=1 is a cover, correct, but how it works is not understood. It is with these edits and not necessary.
Ex_Vandal
grenades and so on - easier to rule number no more than 3 in the file DefaultGameData_WeaponData.ini
FragGrenade_iClipSize = 3 - 3 grenades in the pile. Appear to be one, but the battle will be 3. More than 3 not to put!
The slots for each device posted mod, it can be edited.
Спойлерhttp://www.playground.ru/files/xcom_2_extra_weapon_upgrade_slots-117693/
The accuracy and size of the shops there in DefaultGameData_WeaponData.ini
Spoilerfree sniper:
SniperRifle_Magnetic_Aim = accuracy
SniperRifle_Magnetic_CritChance = Crete
SniperRifle_Magnetic_iClipSize = clip.
SniperRifle_Magnetic_iEnvir the destruction of the environment. put 150 and spreads all through that shoot.
Honey rule here: DefaultGameCore.ini
Spoiler[XComGame.X2Item_DefaultUtilityItems]
MEDIKIT_CHARGES=3 - number of charges
MEDIKIT_RANGE_TILES=10 how far from the target can be treated
NANOMEDIKIT_CHARGES=3 - number of charges
BATTLESCANNER_RANGE=20 - throw battle scanner
BATTLESCANNER_RADIUS=20 combat radius of the scanner
MIMICBEACON_RANGE=10 - range of operation of the holographic crap.
Rule modifiers of weapons:
File DefaultGameCore.ini
Solarsense [XComGame.X2Item_DefaultUpgrades]
Modifier of Crete 3 variations
CRIT_UPGRADE_BSC=5
CRIT_UPGRADE_ADV=10
CRIT_UPGRADE_SUP=15
Modifier hit:
AIM_UPGRADE_BSC=5
AIM_UPGRADE_ADV=10
AIM_UPGRADE_SUP=15
The chance of capitulation to the enemy without cover
AIM_UPGRADE_NOCOVER_BSC=10
AIM_UPGRADE_NOCOVER_ADV=15
AIM_UPGRADE_NOCOVER_SUP=20
Additional rounds in the magazine
CLIP_SIZE_BSC=5
CLIP_SIZE_ADV=10
CLIP_SIZE_SUP=15
Chance free shot ;)))))
FREE_FIRE_BSC=100
FREE_FIRE_ADV=100
FREE_FIRE_SUP=100
Free recharge
FREE_RELOADS_BSC=10
FREE_RELOADS_ADV=10
FREE_RELOADS_SUP=10
Damage on the target if you miss
MISS_DAMAGE_BSC=(Damage=5, Tag=Miss)
MISS_DAMAGE_ADV=(Damage=10, Tag=Miss)
MISS_DAMAGE_SUP=(Damage=15, Tag=Miss)
Chance murder ;))
FREE_KILL_BSC=100
FREE_KILL_ADV=100
FREE_KILL_SUP=100
Can, in principle, to paint how to change skills. For example, to give the sniper Vigilance and Irreconcilable together with Death from the height of the this is uber harvester comes out, remove the restriction to only the primary weapon, etc. Although better than the Rangers either rule - in this part it's just a killing machine.
The replacement skill on the example of the sniper:
Edit file DefaultClassData.ini
Replaceable Replaceable Light touch to Irreconcilable
Section [Sharpshooter X2SoldierClassTemplate]
; sergeant
SoldierRanks=(......
Replacement:
(AbilityName=LightningHands, ApplyToWeapeInvSlot_SecondaryWeapon) \\
on
(AbilityName=Implacable) \\
;--------------Next, change the Goal to Vigilance
; major
Replacement
(AbilityName=SharpshooterAim, ApplyToWeapeInvSlot_PrimaryWeapon) \\
on
(AbilityName=EverVigilant, ApplyToWeapeInvSlot_Unknown) \\
Well and further by analogy.
In the sections AllowedWeap is a description of allowable weapons. Can be easily changed.
Crazy with sniperchance [PsiOperative X2SoldierClassTemplate]
(SlotType=.....rifle)
change to
(SlotType=......sniper_rifle)
statutum growth and increase of stats from level to level.
aStatProgression - the designation of the increment, then:
StatType the type of increment.
StatAmount - how to build at this level.
(StatType=eStat_Offense,StatAmount=3), AIM
(StatType=eStat_HP,StatAmount=10), HP
(StatType=eStat_Hacking,StatAmount=5), hacking
Do not forget about the syntax .ini file and do not allow any extra characters.
Well edit in something with syntax highlighting of programming languages.
The list of abilities by class:Ranger:
SwordSlice - the main class
Phantom/Blademaster
Shadowstrike/Shadowstep
Stealth/RunAndGun
Implacable/Bladestorm
DeepCover/EverVigilant
RapidFire/Reaper
Sniper:
PistolStandardShot and Squadsight - basic for class
LongWatch/ReturnFire
Deadeye/LightningHands
DeathFromAbove/Quickdraw
KillZone/Faceoff
SteadyHands/SharpshooterAim
InTheZone/FanFire
Heavy:
LaunchGrenade - the main class
BlastPadding/Shredder
Demolition/Suppression
HeavyOrdnance/HoloTargeting
VolatileMix/ChainShot
Salvo/HailOfBullets
SaturationFire/BulletShred
Specialist:
IntrusionProtocol/AidProtocol
MedicalProtocol/CombatProtocol
RevivalProtocol/HaywireProtocol
FieldMedic/ScanningProtocol
CoveringFire/ThreatAssessment
EverVigilant/Sentinel
RestorativeMist/CapacitorDischarge
Psionic:
Soulfire/Stasis
Insanity/Inspire
SoulSteal/StasisShield
Solace/Sustain
Schism/Fortress
Fuse/Domination
NullLance/VoidRift
Of course you can the Ripper stab the Sergeant and vanity well, or even to assemble a unique class with the right weapons, skills, etc., etc.
PS. You can take the abilities of NPC. The same teleport can be very handy ;)