Xenonauts 2

Xenonauts 2

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Dagobert Apr 15, 2024 @ 8:35am
MOD/EDIT Stats
Hello, I wanted to experiment a bit with the values ​​of things.
But I just can't find the right files.

Can someone tell me where, for example, the damage of a simple balistic assault rifle is defined? In which file?
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LilyanaKabal Apr 15, 2024 @ 9:08am 
Xenonauts2\assets\assets\xenonauts\template\strategy is the place to poke around game files. It's all single-lined and pretty opaque at times though, so hard to get through.
Dagobert Apr 15, 2024 @ 11:37pm 
Even with that, I can't find the file where the damage value of an assault rifle is determined :(
This is a total maze.
Gamerzilla Apr 16, 2024 @ 10:10am 
Probably gotta wait for modding to be official. devs are keeping a tight leash on it because they don't want to have to deal with mods breaking the game and creating mirage bugs that wouldn't normally exist but that still eat up dev QA time.
Barklight Apr 16, 2024 @ 12:54pm 
I've figured out a few things so far.

Editing sell prices for more cash:
Select an item file for what you want to print money with. For example, Accelerated Rifle.
\Xenonauts2\Assets\Assets\xenonauts\template\strategy\item\weapon\ballistic_rifle_v2.json
Edit the file in a text editor like Notepad++ or w/e you use. Look for and edit the following line to edit the numeric value to what you want to sell it for, like adding a zero.

{"$content":32000.0,"$type":"Xenonauts.Strategy.Components.SellPriceComponent"},
Bam, 320k per rifle you sell, and they still only cost 20k to manufacture (plus materials).

Editing weapon damage
Look for the config file for the weapon you want to modify and edit the following line. For example,
\Xenonauts2\Assets\Assets\xenonauts\template\groundcombat\item\weapon\ballistic_rifle_v2.json

{"_min":0.0,"_val":40.0,"_max":3.402823E+38,"$type":"Xenonauts.GroundCombat.Damage"},

Here, you want to edit _val":40.0, to the base damage you want to see. Damage will still fluctuate up and down depending on if you get a grazing shot or a critical hit and other factors, but it's all starting on a higher base. So your 52 point critical hit might be a 99 instead, or your 18 point grazing shot could be 45 instead.

The same applies to other factors in the weapon config, using the "_val":#.#," as the base number. Just remember the numbers are on the left, and the name of what you're changing is on the right of that. This applies to all GroundCombat item files and the name is usually self explanatory for what it effects, like ArmorPenetration, LongRange (the threshold at which your shot is considered too far to be accurate), or EMPDamage (great for making OP stun guns).

Note: If you're editing an advanced version of an earlier weapon (like a v2 / v3), some item properties won't be there, but will be referenced from whatever the file's "Parent" is as an AssetReference (for instance, anyting Ballistic_rifle_v2 does NOT contain, like LongRange, is pulled and used from it's parent file, Ballistic_Rifle.json).
Last edited by Barklight; Apr 16, 2024 @ 12:55pm
Dagobert Apr 16, 2024 @ 10:19pm 
Thanks so much
LilyanaKabal Apr 17, 2024 @ 3:30am 
Aircraft weapons are in Xenonauts2\assets\assets\xenonauts\template\strategy\aircraft\xenonauts I believe. Missile Ammo seems to be hardcoded since I never found anything to change there, but you can change the rest of it. Very helpful for getting an edge in air combat.
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Date Posted: Apr 15, 2024 @ 8:35am
Posts: 6