Xcom 2 Save Editorl
Download ===> https://ssurll.com/2t89Fw
But I'd like to advise everyone who uses even the most simple of console commands to back up your saves and make copies. You could potentially screw up your campaigns -- and I wouldn't want to see anyone lose their "hard"-earned progress on legitimate campaigns.
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.
To accomplish this, we built an optional, integrated tutorial that peeled off the components of XCOM one layer at a time. It was important to keep this hour-and-a-half experience optional, as experienced players could save Earth again without the tutorial force-fed to them (and we also knew some players, even in 2012, would want that old-school badge of honor by skipping the tutorial altogether, which is somewhat appropriate for certain types of X-COM fans).
Lightmaps: UV channels are also used to store and apply lightmaps. A lightmap is a special kind of texture that stores precomputed lighting information for Static Meshes. When you have lights in your Level that have their Mobility setting set to Stationary or Static, and you build the lighting for your Level, the Lightmass tool saves the indirect lighting (and direct lighting for Static lights) to lightmap textures, using a UV channel to determine the mapping between the 3D geometry of the Static Mesh and the 2D texture space.
When you have a channel selected in the list, you can remove it. Each UV Channel stores texture coordinates for each vertex as part of the Static Mesh, so you may be able to save some runtime memory by removing any mappings you don't use.
The index of the UV channel where the projection will be saved. This can't be the same channel as the one being used by the Static Mesh Editor to store generated lightmap UVs. If the target channel already contains data, the Editor will ask for confirmation before proceeding.
Modifying UV Channels modifies the Asset. Assuming you want to keep the changes you make, you'll also need to use a function like unreal.EditorAssetLibrary.save_asset or unreal.EditorAssetLibrary.save_loaded_asset afterward.
Issues including "unable to progress to scan in the Geoscape after completing the Resistance Communications research via Tutorial," and "Unable to load saves with a Chryssalid Cocoon," have been fixed, and the update will also fix previously affected saves. 2b1af7f3a8