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Xcom 2 Save Editor: Tips and Tricks for Using the Best Save Game Editing Tool for Xcom 2



Save the game from Geoscape (and not during a mission).The save editor supports game saves during missions, but it has limited support (it only changesthe attributes of one deployed soldier, rather than all soldiers).




Xcom 2 Save Editor




A decent editor for TFTD allowing you to edit your base stores, aquanaut stats, base facilities and money. The aquanaut editor is functional, but limited in scope which makes this part of the editor quite lackluster. The money editor really isn't an editor but a way to crank funds up to the maximum. Again, functional but not practical. But the other two sections are great: editing your base stores is really handy and not many editors have this feature - same thing for your facilities too. I'd put this on my list of must-haves simply for those parts. Getting the editor to run can only be accomplished by using DOSBox - a command prompt will not work and most likely will bring up a runtime error. Be advised. Included in the zip is the editor package (XC2EDIT) as well as a stand alone aquanaut editor by the same author (XC2SOLD). Doubtful whether anyone would want the separate editor, but it's small.


How to it works ? Just see what made in source code, really simple. Every attribute of soldier if under 190, it automatically adjust to 190, then write it again to original save file before it back up to changing file extention to .bak.


Note: This procedure involves editing game files; create a backup copy of the file before proceeding. Use a text editor to edit the indicated file in the "Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame\Config" directory. Edit the listed parameter in that file to get the indicated effect:


After obtaining the required weapons, equip your soldiers with W.A.R armor. Give each of them a different heavy or powered weapon. Start a mission with Advent soldier enemies. Get into position, then save the game. Kill an Advent soldier with one of the weapons, reload the saved game, then kill the same enemy with another type of weapon. Repeat this process until all the weapons were used to kill an enemy to get the "Heavy Metal" achievement.


There is always considerable interest in being able to modify the files containing the current game state when saved to disk. Such files are referred to generally as save game files, and usually have either a player defined name or a game timestamp as part of the file name. Some games have multiple files associated with each save, but XCOM only has one. These files are saved in the user account's ...\Users\\Documents\My Games\XCOM - Enemy Unknown\XComGame\Saves folder.


The save file CRC check is at 0xBE offset and it is the same customized CRC32b for iOS as for the Windows version. No discernable difference between PC and iOS versions; the savefile structure is exactly the same.Source: user carpi at 360haven.com - checksum.


On the UPK side, it appears that the various structures that begin with "CheckpointRecord" control what goes into the save file. (See the article UPK File Format - XCOM:EU 2012 for this structure information.)


For an ammo mod it was necessary to alter which variables in XGWeapon were saved/loaded to/from the savefile. For various reasons it was necessary to use a new variable to store the ammo cost -- m_iTurnFired. Eventually it was recognized that this was not being preserved when quitting and reloading within a tactical mission. The vanilla CheckpointRecord for XGWeapon was :


Presumably these structures are being serialized into the savegame file -- see wghost's articles/documents to get a handle on serialization. (References in the UPK File Format - XCOM:EU 2012 article.) The easiest way to find all of the Checkpoint Records is via a search for "struct CheckpointRecord" in UE Explorer.


The field ActorClassesToRecord is a dynamic array of class names of all classes to store in the saved game. It is currently not well understood what the other fields represent, although several vanilla classes are listed in both ActorClassesToRecord and ActorClassesToDestroy.


The Checkpoint class defines no classes to save itself, and is a static class that has no instances. Several subclasses define the list of classes to save for the different game modes: Checkpoint_StrategyGame for the strategy layer, Checkpoint_TacticalGame for the tactical layer, and Checkpoint_StrategyTransport for the "transport" save that transfers data between the two.


MECs don't use equipment. If you do ever turn a soldier into a MEC trooper, know that they won't be able to use any of their old equipment. If you plan to augment one or two of your soldiers and they happen to be using nice armor or weapons, you can pass them along to the others and save a few million bucks on production costs. 2ff7e9595c


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