XCOM 2
R2_Opus2 Nov 29, 2016 @ 4:57pm
Fun with ini Settings
Or Cheating if you want to get technical. Since there is another thread about console commands, I thought I would just collect and share ini edits I've made.

I've been trying to speed my games up because I run into a lot of performance issues late game, but to start out, I thought I'd post what I've altered that seem to work so far. Feel free to share your own to help others. I am still trying to figure out proving grounds project speeds so if you have any ideas what to change let me know.

I've mainly been playing with DefaultGameData ini - C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame\Config - double check the path for you.

TimedLootPerMission=1 to TimedLootPerMission=6 - This is great for trying to gather up cores, attachements and boxes much quicker.

Because I play with larger squad sizes and more enemy mods, I just altered the easy settings for starting resources so that there's plenty to work with from the beginning i.e.

StartingRegionSupplyDrop[0]=150 ;Easy to StartingRegionSupplyDrop[0]=20000 ;Easy

XComHeadquarters_StartingValueSupplies[0]=175 ;Easy
to
XComHeadquarters_StartingValueSupplies[0]=20000 ;Easy

XComHeadquarters_StartingValueIntel[0]=50 ;Easy
to
XComHeadquarters_StartingValueIntel[0]=20000 ;Easy

XComHeadquarters_StartingValueAlienAlloys[0]=0 ;Easy
to
XComHeadquarters_StartingValueAlienAlloys[0]=20000 ;Easy

XComHeadquarters_StartingValueEleriumCrystals[0]=0 ;Easy
to
XComHeadquarters_StartingValueEleriumCrystals[0]=20000 ;Easy

Do the same to whatever other difficulties you like to play.

A couple game extenders, one mod I am using is the one that removes doom pips when you do Story missions or research - I could be wrong but I think its overriding my edits so it is still just removing 10-12 even though I've made the clock larger so now its 20 pips (any more and the UI looks weird). But that'll probably be what I do for the next playthrough, remove the mod and just run with edits. I think I found the right entries, I'm just not sure they work.

AlienHeadquarters_DoomMaxValue[0]=12 to AlienHeadquarters_DoomMaxValue[0]=20 - Doom clock almost doubled.

MaxFacilities[0]=5 ;Easy to MaxFacilities[0]=15 ;Easy - With a larger clock, there's room for aliens to make more facilities and you can extend your game a good while.

That's pretty much what I have going right now. I applied these edits after mods applied themselves just in case. So I let the game start with mods and I go back and do my edits.

I found an entry for the Breakthrough Dark Event cards, but I don't know what changes I can make that have it so it includes doom removal on successful missions. I think I'd have to go into other files to do this but please share anything you know about Dark Events and if it is possible to add pip removal as a thing.

I did manage to fix my issue with GTS and Psi training and got it down to a day:

XComHeadquarters_DefaultPsiTrainingWorkPerHour=5 to XComHeadquarters_DefaultPsiTrainingWorkPerHour=1 (Psi)

XComHeadquarters_DefaultTrainRookieDays[0]=5 ;Easy to XComHeadquarters_DefaultTrainRookieDays[0]=1 ;Easy (GTS)

I don't know how to alter Leader training in the GTS yet, but that would be one to do as well.
Last edited by R2_Opus2; Nov 29, 2016 @ 5:04pm
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Showing 1-13 of 13 comments
Dragon32 Nov 30, 2016 @ 10:09am 
Those Doom Clock and facility edits look like an interesting find, thanks.

On Leader training, do you mean the Long War Leader Pack? There's a boolean in its mod config file you can set for instant training.
Nate Nov 30, 2016 @ 12:58pm 
These edits look like they could be fun, change some stuff to do crazy runs
wabe Nov 30, 2016 @ 1:01pm 
I heard you can disable the globe/bridge animation transition from the ini files, does somebody know the file/line for this?
R2_Opus2 Nov 30, 2016 @ 4:25pm 
Originally posted by Dragon32:
Those Doom Clock and facility edits look like an interesting find, thanks.

On Leader training, do you mean the Long War Leader Pack? There's a boolean in its mod config file you can set for instant training.

Yes I do, for when that is enabled in peoples' games. Do you know the file, name and path etc.? I'd like this thread to be as helpful to others as possible. What I started to do this playthorugh was placed as many ones I like or want to try in a notepad file on my desktop for quick reference on new campaigns. Its been a big help. The more detail the better as we expand things.

I don't know about anyone else but in trying to search online for any kind of comprehensive listing of files and edits is practically non-exsistant. I did see a review after the game came out that was kind of helfpful (as far as just what it presented only) in places but mostly filled with vagueness.

Like for me, I'm bad at rumaging around and trying things out when it isn't all that clear to me what they are. For instance, there are settings that look to be ratios. I wouldn't even begin to know what to change them to from what they are now for a favorable result.

Edit: An example of what I mean above from the same file, right below TimedLootPermission entry...

TimedLootPerMission=1
StartingAdventLootWeight=1.0f
StartingAlienLootWeight=1.0f
LootWeightIncrease=0.5f

Anyone know the significance of these? I can only guess but I imagine its a percentage type thing with each unit type and chances of them dropping loot. I'd be curious to know as well, is there a way to increase the odds of any particular type of loot to drop and what those entries look like?
Last edited by R2_Opus2; Dec 2, 2016 @ 2:37pm
R2_Opus2 Nov 30, 2016 @ 5:53pm 
I should also point out that I am using a mod for the AWC that also has it finish instantly

http://steamcommunity.com/sharedfiles/filedetails/?id=772126371&searchtext=AWC

I wish it was the choosable AWC perk mod but I don't think that one has been updated to account for the last couple patches.

So for now its a bit tedious cause you have to keep dumping the same soldier in there until you land on a perk you like over and over again but it does finish instantly if you choose. It has its own button under the LW toolbox ones that lets you adjust training time so no individual edit required for it. It lets you change classes entirely along side the AWC perk which is different.

As for the doom removal entries, I could use someone to help me double check this with a clean install if possible (I think my story doom removal mod is conflicting and overrriding my edits). These were the entries I found. Let me know first if you can confirm it if they're the right ones and also if it is compatible with a doom clock 20 pips long. These are also located in the DefaultGameData ini file in C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame\Config

BlacksiteMinDoomRemoval[0]=1 ;Easy
BlacksiteMaxDoomRemoval[0]=1

ForgeMinDoomRemoval[0]=2 ;Easy
ForgeMaxDoomRemoval[0]=2

PsiGateMinDoomRemoval[0]=2 ;Easy
PsiGateMaxDoomRemoval[0]=2

KillCodexMinDoom[0]=1 ;Easy
KillCodexMaxDoom[0]=1

KillAvatarMinDoom[0]=3 ;Easy
KillAvatarMaxDoom[0]=3

These are the default entries for easy difficulty. If I were to change the min and max settings to 20 would that clean the clock? By the way I'm trying to also do any major things with a fresh campaign. I'm in the middle of one now so I'm not sure if this would work. I tried the resources one in the middle once but it didn't apply until a new campaign.

I already did the Blacksite mission, so what I'll do is do the Forge mission and see if it works in the middle of a campaign. With that mod active it might not work but I'll give it a go.

Edit - Completed Forge mission and it appears its subtracting pips consistant with the mod I'm using, so I'll have to do this again with a fresh campaign. Or try to figure out a way to edit the mod's settings if I can find it.
Last edited by R2_Opus2; Dec 2, 2016 @ 2:40pm
R2_Opus2 Dec 12, 2016 @ 11:00pm 
Thought I would post a bit of an update to this thread now that I wrapped up the previous campaign and jumped right into another with different mods active. That being said, that's not to say I may have had issues with mods sticking around after I thought I'd cleared them out, but in any case, these are some ini settings I went with both to see what they did but also to try a few out I wasn't sure about.

First up, I wanted to find out more about how to shorten production times, but in doing so some odd things happened. Not to say it wasn't partially successful, just unexpected stuff.

In DefaultGameData.ini, I went to this entry

XComHeadquarters_DefaultProvingGroundWorkPerHour=5 and changed it to
XComHeadquarters_DefaultProvingGroundWorkPerHour=15

In that one's case, apparently higher values matter, so I've been playing with it. Along with that there was

XComHeadquarters_DefaultConstructionWorkPerHour=5 also changed it to
XComHeadquarters_DefaultConstructionWorkPerHour=15

The first one shortened Proving Ground stuff a good deal, not quite a day, still tweaking, but its down to 3 or so in my current run. The second one helps not just construction, but apparently speed of excavation. I'm still trying to figure that one out but it shortened the time a good chunk with engineers on the project. Both building and clearing.

I went ahead and applied the changes to the story missions and stuff for pip removal but they're still not quite working the way i expected them to. This is why I think I still have a remnant of a mod sticking around. In changing some of those values as I did above, I was still seeing 12 pip removals happening with stuff like the Blacksite, which was designed for the standard 12 pip long clock.

In DefaultGameCore ini there's stuff you can change for example on weapon attachements, the bonuses they give etc. I've yet to try those out but one thing I did do that I can leave you with for today if its of interst to you is the entries for medkits I tossed in one day when I found it...

Find this entry...[XComGame.X2Item_DefaultUtilityItems]

MEDIKIT_CHARGES=1
MEDIKIT_RANGE_TILES=2
NANOMEDIKIT_CHARGES=1

Just change the number of charges for each one to suit your taste.
R2_Opus2 Jan 26, 2017 @ 3:54am 
Thought I'd post another update since its on the eve of another new playthrough. This time with Long War 2 enabled.

As I applied just about all of these edits after installing the mod, I'm running into difficulties with some of the changes not taking effect as they did before (keeping in mind many changes only show on a new campaign). I'd like to know if anyone has come across this yet and what your solution was.

Is it a matter of drilling down to where Long War 2 content is and making edits there instead?

Its a curious thing these edits. Takes a lot of experimenting but I would like to figure it out and include steps I've overlooked.

Edit: For reference, stuff like the medkit charges in the above post seem to work, but other things like changing the economy in the player's favor not so much.

Its not too bad though. If you run Grimy's loot mod or the Blackmarket mod that lets you convert items sold to intel, its a decent workaround. With Grimy's you can set price values when you sell lockboxes, and those cover dry times pretty well.

As for the LW2 campaign, its too early to tell if stuff like the doom clock was extended or what pip removals look like.
Last edited by R2_Opus2; Jan 26, 2017 @ 3:59am
7Bravo Feb 5, 2018 @ 11:16pm 
Originally posted by R2_Opus2:
Or Cheating if you want to get technical. Since there is another thread about console commands, I thought I would just collect and share ini edits I've made.

I've been trying to speed my games up because I run into a lot of performance issues late game, but to start out, I thought I'd post what I've altered that seem to work so far. Feel free to share your own to help others. I am still trying to figure out proving grounds project speeds so if you have any ideas what to change let me know.

I've mainly been playing with DefaultGameData ini - C:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XComGame\Config - double check the path for you.

TimedLootPerMission=1 to TimedLootPerMission=6 - This is great for trying to gather up cores, attachements and boxes much quicker.

Because I play with larger squad sizes and more enemy mods, I just altered the easy settings for starting resources so that there's plenty to work with from the beginning i.e.

StartingRegionSupplyDrop[0]=150 ;Easy to StartingRegionSupplyDrop[0]=20000 ;Easy

XComHeadquarters_StartingValueSupplies[0]=175 ;Easy
to
XComHeadquarters_StartingValueSupplies[0]=20000 ;Easy

XComHeadquarters_StartingValueIntel[0]=50 ;Easy
to
XComHeadquarters_StartingValueIntel[0]=20000 ;Easy

XComHeadquarters_StartingValueAlienAlloys[0]=0 ;Easy
to
XComHeadquarters_StartingValueAlienAlloys[0]=20000 ;Easy

XComHeadquarters_StartingValueEleriumCrystals[0]=0 ;Easy
to
XComHeadquarters_StartingValueEleriumCrystals[0]=20000 ;Easy

Do the same to whatever other difficulties you like to play.

A couple game extenders, one mod I am using is the one that removes doom pips when you do Story missions or research - I could be wrong but I think its overriding my edits so it is still just removing 10-12 even though I've made the clock larger so now its 20 pips (any more and the UI looks weird). But that'll probably be what I do for the next playthrough, remove the mod and just run with edits. I think I found the right entries, I'm just not sure they work.

AlienHeadquarters_DoomMaxValue[0]=12 to AlienHeadquarters_DoomMaxValue[0]=20 - Doom clock almost doubled.

MaxFacilities[0]=5 ;Easy to MaxFacilities[0]=15 ;Easy - With a larger clock, there's room for aliens to make more facilities and you can extend your game a good while.

That's pretty much what I have going right now. I applied these edits after mods applied themselves just in case. So I let the game start with mods and I go back and do my edits.

I found an entry for the Breakthrough Dark Event cards, but I don't know what changes I can make that have it so it includes doom removal on successful missions. I think I'd have to go into other files to do this but please share anything you know about Dark Events and if it is possible to add pip removal as a thing.

I did manage to fix my issue with GTS and Psi training and got it down to a day:

XComHeadquarters_DefaultPsiTrainingWorkPerHour=5 to XComHeadquarters_DefaultPsiTrainingWorkPerHour=1 (Psi)

XComHeadquarters_DefaultTrainRookieDays[0]=5 ;Easy to XComHeadquarters_DefaultTrainRookieDays[0]=1 ;Easy (GTS)

I don't know how to alter Leader training in the GTS yet, but that would be one to do as well.


I think I stumbled across an ini file that controlled how many contacts you can make, and the starting Power Level of the ship, but I can't seem to find it again. Any ideas?
Vozati Feb 6, 2018 @ 1:07am 


I think I stumbled across an ini file that controlled how many contacts you can make, and the starting Power Level of the ship, but I can't seem to find it again. Any ideas?
use control+f you vile necromancer.
R2_Opus2 Feb 6, 2018 @ 9:34am 
An old but favorite thread of mine. I should really get back into it to uncover things about War of the Chosen specific stuff as well - as this expansion is pretty much the new "vanilla" X-COM in my mind. I've been biding my time a little though, hoping to get just the right combo of mods to run with it so I can be more detailed with everyone as far as .ini edits I'm doing.

I plan on listing every mod and any changes I may make to those files specifically too. This game has been somewhat challenging to edit, since some edits don't take place in the default files, but the mod files themselves. Be sure to double check this as you go (the differences between them, which take precedence etc.) and feel free to document them here.
Last edited by R2_Opus2; Feb 6, 2018 @ 9:40am
Rob'sEvilTwin Feb 6, 2018 @ 9:31pm 
I just added 20 to the alien facility cap. I may regret that on my next playthrough :D
zarnivop Aug 4, 2019 @ 1:48am 
Asking specifically about XComHeadquarters_DefaultProvingGroundWorkPerHour and XComHeadquarters_DefaultConstructionWorkPerHour - are they taking effect only for a new game? I tried save,quit, edit ini, start, load - no effect, even for new builds
R2_Opus2 Aug 4, 2019 @ 5:34am 
As near as I can tell, its for new games. Basically you want to edit the default files for them after you've installed all your mods when starting a new play through.

It is helpful too, to document what you do for your runs specifically, in notepad or something as you go. I always refer to mine for new runs and even for mods I run with it.

So the order I would go, install mods, edit default ini settings (including mod ini setting if they apply) start the game, exit, start it again and it should work.

Lately I have also been using the alternate X-COM Mod launcher to start the game, so I end up activating mods and launching the game through it.
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Date Posted: Nov 29, 2016 @ 4:57pm
Posts: 13