XCOM 2
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SPARKs Rebalanced
   
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Sep 28, 2017 @ 8:54am
Feb 7, 2018 @ 5:04am
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SPARKs Rebalanced

Description
Overview:

This mod is a much lighter version (aka a ripoff) of Mr. Nice's Trainable Sparks mod. Like him, I feel War of the Chosen left SPARKs even farther behind other soldiers. The slightly boosted Aim and inability to be tired are certainly nice, but they really don't make up for the major boosts in performance that other soldiers got. Here, I aimed for a small, self-contained boost which wouldn't interfere with all the other SPARK buff mods I'm using.

Specific changes:

This mod is a straight-up upgrade for SPARKs. It does the following things:

  • Blast Padding is now inherent for all SPARKs. More armour and resistance to explosives makes sense for a giant robot.
  • SPARKs now have innate hacking stats on part with Specialists, which is to say 80 by Colonel rank. They're hyper-intelligent machines, they should be good at this.
  • SPARK BIT hacking bonus is now equal to that of a Specialist's Gremlin, which is to say 0/20/40 for Conventional/Magnetic/Beam. Again, for the sake of parity.
  • SPARKs are now able to equip a PCS. If humans can install supplementary hardware into their skills, it makes sense that robots should be able to, as well.

Bugfixes:

While Vanilla XCOM BITs do boost SPARKs' Hack stat (by 0/10/20), Firaxis forgot to include a UI display for this. I've added said UI display, so you can now see how much bonus Hack your BITs provide.

Tinkering with the mod:

The mod's Workshop folder is:

Steam\SteamApps\workshop\content\268500

The changes to SPARK Hack, the addition of Blast Padding and the addition of a PCS slot are in XComClassData.ini. The SPARK BIT Hack bonuses are in XComGameData_WeaponData.ini. If you wish to tinker with the mod, that's where you can do it.

Compatibility:

This mod is compatible with the War of the Chosen Expansion Pack but is not compatible with vanilla XCOM 2.

This mod does not override any classes. The minor bugfix I did is applied after templates have been created, so it should be compatible with all other UnrealScript mods. This mod overwrites all of the SPARKs' SoldierRanks, so other mods which tinker with those will likely be incompatible and produce unexpected behaviour.

You can enable this mod in an ongoing campaign without much issue, although it won't affect existing SPARKs almost at all. All SPARK BITs will gain the Hach bonus, but the SPARK native Hack bons, the PCS slot and the addition of Blast Padding will only affect newly-created SPARKs.

What this mod doesn't do (but other mods do):


Please note that I didn't make any of the mods mentined above, nor do I use all of them personally.

Credits:

Primary credit goes to Mr. Nice, whose mod I based mine on, primarily. While the precise nature of my tweaks may be different, mine is effectively two features cut out of his mod and repackaged. Thank you kind for the mod and the permission to plagiarise it.
65 Comments
Musterduck Feb 15, 2023 @ 5:19pm 
thanks for the reply - we shall see :)
Malidictus  [author] Feb 15, 2023 @ 5:45am 
This mod did not conflict with Trainable Sparks when I made it. I've not played the game in a long while so I don't know if anything has changed. However, both mods change different things so I don't see how they would.
Musterduck Feb 14, 2023 @ 8:09pm 
does this conflict with Trainable Sparks?
Waves Jun 12, 2021 @ 9:43am 
Ohhh, I see it. Its already there as (StatType=eStat_CombatSims,StatAmount=0). So I just change that to a 1 for all of them.
Malidictus  [author] Jun 12, 2021 @ 9:14am 
The first +SoldierRanks tag is what you want to change. It's split into two sections: aAbilityTree= and aStatProgression=, each followed by a list of items in brackets separated by commas. Add (StatType=eStat_CombatSims,StatAmount=0) at the end of aStatProgression=, in the brackets, separated by a comma. Do this on the squaddie rank for each mec. That'll give you the PCS slot for each of those at creation. I don't know if it'll affect preexisting SPARKs since some of their stats are saved in GamestateObject instances of their class files while some are not. I THINK aStatProgression stats are loaded from the config files on game load, so you may be safe there.

Maybe try it with one just to be sure it works. I'm not actively playing the game or making mods, so that's about the extent of the help I can offer. Crucially, I can't test this myself as I don't have a working XCOM 2 to experiment in.
Malidictus  [author] Jun 12, 2021 @ 9:14am 
I'll try to keep the character limit low. The mod you're trying to tweak should have a XComClassData.ini file in its config folder. Open that and you'll find definitions for 8 classes. Each starts with a [<class name> X2SoldierClassTemplate] tag. Below that are a bunch of base stats along with a comment which says ;squaddie. Below that you have a +SoldierRanks tag which spans across multiple lines and ends with the next ;corporal comment.
Waves Jun 12, 2021 @ 6:24am 
The thing I want is to add them to the LW Mecs as Sparks mod.

Though I've had issues with that mod already, tried adding in +bAllowAWCAbilities=1 with nothing happening. So I'm not quite sure where to stock the StatType=eStat_CombatSims,StatAmount=1.

At the end of the whole 'allowed' list before the level ranks?
Malidictus  [author] Jun 12, 2021 @ 5:32am 
That depends on what mods you're using. If I recall correctly, PCS slots are part of their level progression. If you have a mod that modifies their level progression, then you'll need to manually add the PCS slot to level 1. It's how the game does it. If not, then you'll need a separate PCS for Sparks mod. I'm pretty sure one of those exists as a standalone.

Basically, you'd need to look into XComClassData.ini under [Spark X2SoldierClassTemplate] and add (StatType=eStat_CombatSims,StatAmount=1) to the end of that list. If you're aware of how to remove and replace config file lines, it should be simple though you'll need to replace the ENTIRE line - including ability and stat gains at that level. If you have a mod which replaces that line already, you can directly tweak that replacement.
Waves Jun 11, 2021 @ 3:01pm 
I use a few spark mods and unfortunately this wouldn't be compatible I don't think.

How would I manually add PCS slots to sparks?
Malidictus  [author] Jul 17, 2020 @ 1:34pm 
The list of mod links to what this mod doesn't do is pretty old, yeah. I'm sure new ones have popped since then, or I just didn't know about them at the time.