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[WOTC] Point-Based Not Created Equal
File Size
0.172 MB
Sep 23, 2017 @ 9:16pm
Feb 22, 2018 @ 4:30pm
6 Change Notes ( view )
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[WOTC] Point-Based Not Created Equal

Point-Based Not Created Equal for WOTC

Adds a new Second Wave Advanced Option that can be selected when starting a new game to enable a Point-Based Not Created Equal that will randomize your soldier stats, balanced around a configurable point pool.

As a Second Wave option, this must be enabled at the start of a new campaign and will have no effect in campaigns where it has not been enabled (meaning you do not have to turn the mod on and off between different campaigns with different settings). The option is enabled in the Advanced Options menu just like the other base-game Second Wave options (Beta-Strike, etc.).

If you are using Better Second Wave Mod Support , you can now enable or disable the option in the middle of a campaign, but be aware the new settings will only take effect on new soldiers generated after the setting change. Characters already in your unhired recruit pool, for sale on the Black Market, or available as POI/Mission rewards on the strategy map will have already had their stats established, one way or the other. It may take a Month in-game before you start seeing new recruits or reward soldiers that reflect the changed setting.

NOTE: Better Second Wave Mod Support is only required for the mid-campaign setting change; it is not a dependancy for any other features of the mod so it's an optional element you can use or not, depending on your needs.


This version of Not Created Equal is light-weight and does not override any classes or use any screen listeners to accomplish its stat changes. It randomizes stats at unit creation and works with faction soldiers, reward soldiers (of any rank), and Beta Strike. It should also work with most Mod-added Character Templates as well (it looks for bIsSoldier = true and bIsRobotic = false).

The range of stat variance and the cost per point for each stat can be configured, as well as the total number of points available to be spent increasing stats. The range configurations can support ranges that cover below and above a midpoint (e.g., Base Aim of 65 to a 55-75 range) or ranges that are strictly bonuses or penalties (e.g., Base Dodge of 0 to a 0-10 range) and everything in-between. Stats are distributed in rounds and there are a minimum of two distribution rounds to normalize the values a bit.

When a new soldier is created, their base stats are taken (after all stat gains from their class rank are added, if applicable) and shifted to match the minimum range configuration for each stat. Points are then spent on the stats in the order they are added from the XComPBNCE.ini config file. By default this will be Hitpoints, Mobility, Offense / Aim, Will, Defense, Dodge, and Hacking - in that order, so the important stats get the first opportunity to use the points each round.

The mod has been updated to now allow any eStat to be added to or removed from the randomization rolls and the order they are rolled for can also be changed. The default values are the same, but you now have more power to customize things as you see fit. With this added power comes added danger - The config file has been updated with some additional information and warnings... heed them.

If you make heavy edits to the default configuration, I recommend saving a copy of the config file to quickly restore your changes after an update. You will now receive a notification message on the main menu the first time loading the game after an update letting you know when the configs have been reset to the default values (Steam Workshop does a really poor job communicating mod updates to users).

Other Recommended Mods

I recommend the following mods to help better display all the new stat variance amoung your soldiers:

Thanks and Credits

Many thanks to Firaxis for a mod-friendly game and robojumper for some technical assistance - yet another mod that would not have been possible without his help!

Known Issues
  • None that I am aware of!

Version History
(See Change Notes for full history)
    • Corrected handling of Rookie difficulty HP bonus and fixed the default HP config's lower than intended lower bound.
    • Oops, left the debug variable set to true in the config... (should default to false)
    • Added two new tunable parameters for stat changes:
      • PLUSONE (bool) - when true, adds +1 to the upper range for stat rolls. Allows odd-numbered total ranges, like 0-1 or 5-10.
      • CHANCE (int) - default is 100% - when a different CHANCE is defined, the stat must pass a chance roll each round in order for points to be spent. Allows decreasing the frequency of certain stats getting raised - can be useful for low ranges or peripheral stats... I've used it in the default values for Hacking, as well as some of the commented examples in the config file.
    • Improved the config reset main menu warning message, added some additional information/clarification to the config file, and some other minor code cleanup...

Please let me know what you think of the mod, if you run into bugs, or if you have balance concerns. Thanks and enjoy!
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initium Apr 10 @ 6:06am 
Here you go...
Path names and standard settings

YourDrive:\Users\yourname\Documents\My Games\XCOM2 War of the Chosen\XComGame\Config\XComModOptions

also the one in the default game folder

YourDrive:\Program Files (x86)\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultModOptions
shiremct  [author] Apr 10 @ 5:49am 
You might try refreshing your modoptions ini file. I'm not in a position to get exact paths/filenames right now, but it should be located in mydocuments/mygames/XCOM2/WOTC/XComGame/config (or something like that) and delete the modoption.ini file so it refreshes. There should be some troublshooting guides out there that have the specifics.
initium Apr 9 @ 10:54pm 
@The Scout
I had an issue once with this not loading. I don't know why, however it was solved by using the Alternative Mod Launcher to set the load order of mods. I assumed it was down to another mod over-writing some aspect of this one causing it to stop working.
Give the Alternative Mod Launcher a try, especially if you have a lot of mods, or want to create profiles for different types of game.
The Scout Apr 9 @ 6:46pm 
Any idea what would cause this not to work.
initium Mar 16 @ 5:31pm 
This mod applies only to the 'Rookie' - your starting soldier. It will not effect promotion progression stats. They are fixed by the DataClass.ini file. There is a way of randomising these with a 'Hidden Potential' mod.

In the XComGame.ini the soldier template defines the starting stats for all soldiers created in the game. That includes the reward soldiers and those available through the Black Market. The game will alter some stats (mostly the HP) depending on the game difficulty you choose. This mod then randomises those stats for your 'Rookie' based on the starting stat.

shiremct has done a great job explaining how and what this mod does in the mods config folder and how you can add stats. It's a very stable mod and works with other mods that place a soldier class in the game.

The config folder is found here...

[your hard dirve]...Program Files (x86)\Steam\steamapps\workshop\content\268500\1144463583\Config\XComPBNCE.ini
gp296 Mar 16 @ 6:31am 
Thanks for the great mod. After reading your description, I still am not sure about one thing. In it, you said: "... and shifted to match the minimum range configuration for each stat." I am not exactly sure what you meant by it.

In essence, does this mod affect the stats that are gained by promotion? For instance, 10/4/3/3/... aim gains for the sharpshooter class etc.?
Inkasaurus Rex Mar 5 @ 4:54pm 
Ah, that's what I was afraid of. Oh well, I wasn't super far into the campaign anyway. Plus, the assassin just totaled a squad so maybe a restart isn't the worst idea. Thanks!
shiremct  [author] Mar 5 @ 3:51pm 
It will probably take at least 1 in-game month for scanning rewards/black market soldiers to udpate, and as Syliss said, only newly created recruits added to the bottom (or top? I dont remember) of the recruit list would be randomized - recruits already in the recruit list already have their stats defined.
Syliss Mar 5 @ 2:04pm 
@inkasaurus Rex

Any soldier already rolled or spawned will not be affected so you would need to wait for the recruits list to get repopulated with new soldiers. From my experience with this mod even when the list is repopulated only the new ones added to the list will be affected. Any that are already in the list will keep base stats.
Inkasaurus Rex Mar 5 @ 10:19am 
If I enable this option after I've already started the game and done a few missions, how long will it be until I start to see rookies with random stats? I completely forgot to check this off while starting a new game and I'm wondering if I just wait it out or if I should start again. I understand that all the rookies I got in the beginning will have the standard stat line but I noticed that even the new rookies I recruit + rookies I get from scanning are still standard despite having checked off the box now :|