UFO2: Extraterrestrials

UFO2: Extraterrestrials

scott2521 Jun 23, 2021 @ 7:08pm
[TOOL] xbigtool - for modding .xbg files and editing save files
https://www.dropbox.com/s/sml5zj10yv7o1z8/xBIGtool_Dec31_2021.zip?dl=0 --
xBIGtool Version 1.2.8

Here's the source code for Version 1.2.8 - https://www.dropbox.com/s/wun4zif27yaen3t/xBIGtool-1.2.8-source.zip?dl=0

A tool to work with UFO2:ET .xbg files and .sav files

"Open" button -- Allows you to open a .xbg file or .sav file.
"Save All Items" button -- Allows you to save all files from the opened .xbg file or .sav file to your computer.
"Create .xbg File" button -- Allows you to create a .xbg file from a folder on your computer.
"Save changes" button -- This is only enabled when you open a .sav file. This allows you to overwrite an open .sav file. It retains the metadata from the previous .sav file, so the game will let you load it.
"Close" button -- This closes the currently open file, and basically resets the program.
"Find Aliens" checkbox -- With this checked, when you open a mission save, and then double-click the missionSave.xsv file, the program will process the text file and tell you the name of each living alien, their remaining hit points, and their coordinates.

The original project can still be found here: https://sourceforge.net/projects/xbigtool/
I just made some changes.
Last edited by scott2521; Dec 31, 2021 @ 5:19pm
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Showing 1-15 of 59 comments
scott2521 Jun 23, 2021 @ 7:10pm 
If you want to edit one of your saves.
1. You should probably back up your saves first. I'm fairly confident that the program works correctly, but it's possible that you might mess up something when you're editing the text files.
2. Run the program.
3 Press the open button.
4. Double-click on the saves folder.
5. Double-click on the folder for the save you want to edit.
6 Double-click on game.sav
7. Double-click on the file(s) that you want to edit.
8 Save your changes in your text editor. (The files should be saved to c:\ufotemp when you double click each of them)
9 Press the "save changes" button.

Last edited by scott2521; Jun 24, 2021 @ 8:00pm
scott2521 Jun 23, 2021 @ 7:11pm 
If you want to edit a .xbg file:
1. I recommend that you backup any .xbg files that you're going to edit.
2. Press the "Open" button and choose your .xbg file
3. Press the "Save all Items" button and choose where you want to save the files. (I recommend using the .xbg file name as your folder name. For example: For geoscape.xbg , name your folder geoscape )
4. Press the "Close" button
5 Make your changes in the folder that you extracted the files to.
6. Press the "Create .xbg File" button and choose the folder that has the files from step 3 and step 5.
7. Choose where you want to save your new .xbg file. You can overwrite your old one if it is backed up and the game is not running. (This can take a while, and it may look like the program is not responding. Just give it time)
Last edited by scott2521; Jun 28, 2021 @ 7:11pm
andychow1234 Jun 23, 2021 @ 7:46pm 
Thanks for the tool. Wanted to view all the ufopedia entries. Playing the game was secondary.
scott2521 Jun 23, 2021 @ 8:16pm 
Here's a screenshot that shows what "Find Aliens" does when you open the missionSave.xsv
https://www.dropbox.com/s/g2scaz7d6v4zpb3/xbigtool-screenshot.png?dl=0
scott2521 Jun 23, 2021 @ 11:28pm 
I updated the first post with a new version. The previous version didn't like that the Giant Birds of Prey had 98.4 Hit points, so the "Find aliens" function was not working when they were on the map.
scott2521 Jun 24, 2021 @ 12:48pm 
I updated the first post with another new version. The main change is that you now you don't have to close your save file in the program. It automatically copies the data to a temporary folder ( c:\ufotemp ) and then closes the actual save file. Before, the game would crash to desktop if you tried to go to the load or save screen in the game while a save file was open in the program.

Here's the complete changelog for 1.2.2:
* After you open a .xbg file or .sav file, it will now automatically expand the tree
* After you open a .sav file it will now save the files into the temp directory, and then close the .sav file.
Now the game will not crash to desktop from having a .sav file open in the program.
* After you open a .sav file with a missionSave.xsv (mission save), the "Find Aliens" function will activate.
You can still activate it by double clicking the missionSave.xsv
* Disabled "Save All Items" button when you open a .sav file[/code]
Last edited by scott2521; Jun 24, 2021 @ 12:50pm
scott2521 Jun 24, 2021 @ 10:29pm 
Another new version. Original post has the new link.

Here's the changelog for 1.2.3:
! The changes from 2021-06-24_2 caused the "Save Changes" button to not work correctly, so save files were not getting saved. This is now fixed, and you get a message that says "saved" after the file is saved.
scott2521 Jun 26, 2021 @ 3:14pm 
Another new version. Original post has the new link.
I tested all of the buttons this time, so hopefully there are no problems.

Here's the changelog for 1.2.4:
! The changes from 2021-06-24_2 also caused the "Save All Items" button to not work correctly, so you couldn't extract the files from a .xbg file. This is now fixed.
* The "Add Files to Tree" button will now use UFO2:ET's data directory as the initial directory for saving .xbg files.
ChaoZ Jun 26, 2021 @ 4:25pm 
great! thank you!
Captain Suction Jun 28, 2021 @ 5:05am 
I'm having a hard time finding an enemy that should be at 30, 1, 39. Can't find him anywhere and I don't know which direction level 1 should be in?
andychow1234 Jun 28, 2021 @ 5:49am 
Originally posted by Captain Suction:
I'm having a hard time finding an enemy that should be at 30, 1, 39. Can't find him anywhere and I don't know which direction level 1 should be in?
that's 1 floor above.
Shadow Jun 28, 2021 @ 6:02am 
A friend who has no internet atm has told me they are having trouble with changing how many scientists/technicians one can get per workshop/laboratory. Can someone tell me how to do that and I'll pass it onto them.
Last edited by Shadow; Jun 28, 2021 @ 6:03am
andychow1234 Jun 28, 2021 @ 6:10am 
research
{
className "CVector"
} //research
scientists 10
shipRefuelingList

change 10 to how many scientists you want. Beware that it will affect your monthly expenses so make sure you have the budget. Use the find feature in your text editor, type in scientists.
Last edited by andychow1234; Jun 28, 2021 @ 6:10am
Shadow Jun 28, 2021 @ 6:26am 
I've told him via sms just then.
Though what about the technicians?
How would he go about changing their number?
andychow1234 Jun 28, 2021 @ 6:30am 
search for the technicians keyword. Multiple bases can have workshops so keep track which section of the code he/she is editing.

He can edit the inventory to save time. It's under the stores section.

and obviously make a back up in case it screws up.
Last edited by andychow1234; Jun 28, 2021 @ 6:31am
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