XCOM 2
Riftkeeper
 This topic has been pinned, so it's probably important
LeaderEnemyBoss  [developer] Apr 14, 2016 @ 9:26am
HOWTO: Ini editing
You like my mod but you want to change stuff? Here is a short description on how to do it.

Mods usually contain .ini-files. Not every .ini-file contains useful stuff for you to change, but some do. The ini files are located in the mods config folder. For most workshop users, this will be the following folder:

(steam folder)\steamapps\workshop\content\268500\653666446\Config

The first number (268500) may be different if you got a preorder edition of xcom or something.

The following files are of interest for you:

XComGameData_CharacterStats.ini
Use this to change the Riftkeepers stats and spawnweights. People that use many enemy mods may see less Riftkeepers, because the pool of available enemies increases. You can fix this here.

XComMissions.ini
Here you can edit the encounter data the riftkeeper uses to determine, what enemies it summons. If you dont know how to that: raising the MaxSpawnCount value of each encounter is an easy way toa chieve results. For more in depht editing you need to invest some time. You should check out the games Defaultmissions.ini to understand how this file works (located in (steam folder)\steamapps\common\XCOM 2\XComGame\Config).

XComRiftkeeper.ini
You can also add new encounters in the XComMissions.ini. However you have to tell the Riftkeeper, that he has to use this new encounter either for his weak or strong riftportal ability. This is done in the XComRiftkeeper.ini.
This file also contains the resource costs of the Riftbeacon, its Spawnarea and the damage effect.

There is one drawback in .ini-editing: As long as you are subscribed to the mod, your modified .ini will get overwritten if I ever update the mod. This wont happen often, but I will happen, so you should save your modified values somewhere.

Feel free to ask any questions you have.
Last edited by LeaderEnemyBoss; Apr 18, 2016 @ 4:45pm
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Showing 1-7 of 7 comments
Chaon May 19, 2016 @ 3:58am 
Is it possible to add mod-added enemies to the summoning ability?
LeaderEnemyBoss  [developer] May 19, 2016 @ 7:22am 
Mod-added enemies should already appear in the larger rifts (two or three enemies). But yes you can create unique rift pods using the mods XComMissions.ini. Dont forget to tell the Riftkeeper to use them in the XComRiftkeeper.ini. If you want something specific you can also just tell me and I will try to explain you how to do it.
Chaon May 19, 2016 @ 7:25am 
RG_OPNx2_WithTerror and RG_OPNx3_WithTerror, would include modded enemies correct?
LeaderEnemyBoss  [developer] May 19, 2016 @ 7:34am 
Yes they are pretty generic pods that include everything that is not defined as a boss (gatekeeper, sectopods, avatars) or a Faceless.
Kexx Dec 10, 2016 @ 1:29pm 
Hi Leader!

Love this new enemy so damn much. Very interesting and unique. I'm currently playing a Legend campaign with a bunch of other difficulty mods (More Mission Types, LWS Alien Pack, ABA2, All Pods Active, etc), and with my own ini tweaks to the game, it's challenging, but still manageable.

My question is this: If I literally want the RiftKeeper MkII to be able to rift in a Sectopod escorted by 5 Archons, what would I need to write in the XComMissions.ini?

I've understood that whatever I define here, I then have to tell the Keeper to use it in the XComRiftKeeper.ini, but I'm not knowledgeable in how to alter the mission parameters. Any help would be great.

Thank you for such an excellent enemy unit!!
LeaderEnemyBoss  [developer] Dec 11, 2016 @ 1:21pm 
Originally posted by GWJ Kexx:
Hi Leader!

Love this new enemy so damn much. Very interesting and unique. I'm currently playing a Legend campaign with a bunch of other difficulty mods (More Mission Types, LWS Alien Pack, ABA2, All Pods Active, etc), and with my own ini tweaks to the game, it's challenging, but still manageable.

My question is this: If I literally want the RiftKeeper MkII to be able to rift in a Sectopod escorted by 5 Archons, what would I need to write in the XComMissions.ini?

I've understood that whatever I define here, I then have to tell the Keeper to use it in the XComRiftKeeper.ini, but I'm not knowledgeable in how to alter the mission parameters. Any help would be great.

Thank you for such an excellent enemy unit!!

Hi Kexx!

The easiest way to achieve what you want is probably to edit the encounters in the XComMissions.ini in the folder of the Riftkeeper mod (no editing of the XComRiftkeeper.ini needed) (\steamapps\workshop\content\268500\653666446\Config). In this file you find several encounters with names/ids like "RGeasy_[monstername]", "RG_OPNx2_WithTerror" and "RG_OPNx3_WithTerror". These are the encounters the riftkeeper normally uses by default. RGeasy-encounters get used for small rifts, these can be used very often and contain only one easy enemy. "RG_OPNx2_WithTerror" and "RG_OPNx3_WithTerror" are larger groups that can countain a larger variety of enemies.

Now to the things you want to do:
  • To get more enemies per group, you can raise the "MaxSpawnCount" value of each encounter.
  • If you want the possibility of stronger enemies, you can change the "OffsetForceLevel" to something like "0".
  • If you want the possibility of Bosses (like sectopods) leading the group, you can change the value of LeaderInclusionExclusionCharacterTypes="NoBosses"to LeaderInclusionExclusionCharacterTypes="Open". Be careful however, if you do this, Riftkeepers may even summon in further Riftkeepers. If you want to prevent this, you'd have to define a new exclusionlist, tell me if that is what you want to do.

Editing the encounters "RG_OPNx2_WithTerror" and "RG_OPNx3_WithTerror" is straightforward. If you also want to tinker around with the easy encounters ("RGeasy_[monstername]") you should copy the lines LeaderInclusionExclusionCharacterTypes and FollowerInclusionExclusionCharacterTypes entries of the other encounters so the game correctly uses the MaxSpawnCount values.


I would also advise you to save any changes you make. If you are subscribed to this mod, any ini changes you make get overwritten if the mod autoupdates via steam. While I consider this mod complete and dont intend to release any more updates, you never know what the future brings ;).
Last edited by LeaderEnemyBoss; Dec 11, 2016 @ 1:24pm
Kexx Dec 11, 2016 @ 2:36pm 
Riftkeepers summoning in more Riftkeepers is a danger, you say? That's one hell of a challenge I say!!! Bring it one, alien scum!

Thank you for your help, I'll make these changes right now!
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