XCOM 2
SWR Not Created Equal WotC
237 Comments
Mertius  [author] Feb 2 @ 1:14am 
@Bantichai This mod checks if soldiers have default values for Off, Hack, Mob, and Will. If they do, it randomizes those stats based off the XComNCE.ini file. As default this mod doesn’t alter character health unless bIsRandHP=true in the XComNCE.ini, and Beta Strike or HP mods shouldn't impact it.

That said, if bIsRandHP=true (allowing for randomized HP), it would use the XComNCE.ini's range of 3-6. Even with Beta Strike, the fact your soldiers all have 20 health on legend (except this recruit) makes me think you don't have random hp active. Since just this recruit had 10 HP, I wonder if the resistance recruit doesn’t pull from the standard Soldier template?

I looked into the "More Health" mod and noticed it did not modify any of the "CivilianMilitia" or "VolunteerArmyMilitia" stats. Perhaps the recruit's stats are pulled from one of those?
Maybe try adding those segments to the "More Health" mod. It probably won't fix the existing soldier, but it might help future ones! :)
Bantichai Feb 1 @ 5:25am 
Regarding rescue characters, where are the "base stats" coming from?

For context, I use the "More HP" mod by mod team cx and I also use Beta strike, I've modified that mod and gave myself more health, so most rookies start out with 20 HP on legend.

I just did an extraction mission to get an engineer and the resistance recruit that was knocked out had 10 HP.

Is the HP coming from the base xcom ini for character stats? I would have thought in my case it would take from the "More HP" mod.

Would appreciate shedding some light on this.
Mertius  [author] Jul 23, 2024 @ 9:32pm 
@Victor de Noir Hey, I understand. It sucks when that happens, and I've forgotten to make sure at least one or more soldiers has a decent hacking stat prior to a mission a few times myself.
That said, I personally like it. Thematically, it makes sense that not everyone is good at computers at first, and gameplay-wise it makes the stat more important initially, since you may have to protect those soldiers with decent hacking.

Still, the mod is here so everyone can make the game the way they like it. All you have to do it go into the XComNCE.ini file and change the Hacking_low stat to Hacking_low=5. That will make the minimum 5 for you. ;)
Victor de Noir Jul 10, 2024 @ 11:08am 
Hacking should never be 0. There is nothing more frustrating than reaching the objective and seeing that no one can hack it.
Mertius  [author] Jun 8, 2024 @ 7:03pm 
@Arnie Sorry for the delay, but honestly, that's rather strange. It's not how the randomization works in this mod - at worst if it triggered again, it would just randomize again, not reset to base stats.

Have you customized any of the NCE.ini settings, and do you have any other mods which might change how the faction heroes level or progress?
Arnie May 27, 2024 @ 10:31am 
@Mertius When I got her on my second play-test on one mission her stats got randomize but after the mission she lost it and got standards stats.
Mertius  [author] May 16, 2024 @ 9:22am 
@Arnie Hey, if Elena is in the Avenger, she is past the point of being Randomized unfortunately. :( I am not sure why she did not receive it, since I don't see anything immediately that makes me think she'd be skipped. It's doubly strange since Mox is working.

I wonder if maybe she was unlucky and rolled mostly normal stats, save for maybe one. What are her stats right now for you?
Arnie May 12, 2024 @ 1:05am 
About Mox he got random stats easily, without any problems. I don't know what to do, tried to find the solution but nothing, unfor-ly :steamsad:
Arnie May 12, 2024 @ 12:21am 
@Mertius Hello! It's started to work well, Thanks but i wonder why is Elena didn't randomize on the mission when i saw her the first time?
Mertius  [author] May 11, 2024 @ 1:33pm 
@Arnie Hey mate, first things first, I would check the XComNCE.ini file for the mod and make sure bIsRandHeroes=true so the mod can take effect on faction heroes. Also worth noting that custom faction heroes may not be randomized.

If the setting is on and these are the normal Faction heroes, then next I would see if you have any mods that alter the starting stats of the default Faction heroes, as the Mod checks against those default stats on the first level to see if they still need to be randomized.

If that doesn't work, I'd possibly check your mod list for anything that might be conflicting. Let me know what you find, and if you have any special settings (like, Beta Strike), let me know that too. ;)
Arnie May 11, 2024 @ 9:38am 
I wonder if anyone else can answer..?
For some reason, randomization of statistics for faction heroes does not work... .-.
Mertius  [author] Apr 3, 2023 @ 7:50pm 
@Shepford Hey, you don't actually change the chances directly, you change the range and step size.

So, with Mobility as an example, 11-13 with a step size of 1 is 11,12,13, (and with Crits, a roll of 13 can also get a 14 50% of the time). Effectively, 1/3, 1/3, 1/6, and 1/6.

If the range was 10-13, it would be 10,11,12,13,14 (Crit), so 1/4,1/4,1/4,1/8,1/8.

Changing the step size can also do this. say it was 10-14 with a step size 2. That's 10,12,14, 16(crit). So, 1/3,1/3,1/6,1/6.

It's sort of 1/(stepsPossible), except on the last one which (with 50% crit enabled) is half that chance.

Does that help explain things better?
Shepford Apr 3, 2023 @ 12:52am 
How can i change the chances, like 1/6 to 1/3?
Mertius  [author] Mar 22, 2023 @ 7:22pm 
@Jhazz Oh, I don't know! It's possible the other mod touches the same files, preventing this one from working? What is the name of the mod?
Jhazz Mar 20, 2023 @ 8:57pm 
@Mertius Is there any reason this wouldn't be working with new rookies purchased from the recruit screen? For whatever reason they are all appearing as 65 aim, 4hp etc. I am using the mod that shows their stats pre-purchase if that changes anything.
Mertius  [author] Aug 19, 2022 @ 6:56pm 
@Captian Rekt Glad to have helped! :)
DdaY Aug 18, 2022 @ 12:15pm 
That helped thanks
Just need to try ifit works!
But probably will
Thanks a lot for those amazing returning features
Mertius  [author] Aug 18, 2022 @ 10:01am 
@Captian Rekt Huh, not showing up in the Mod Manager at all? That's...strange. It definitely....should do that. Do you use the Alternative Mod Launcher? That might help if there's a visibility issue:
https://github.com/X2CommunityCore/xcom2-launcher

If you already have it, maybe try "Tools>Clean Mods" It might reset them to default, but they should show.
DdaY Aug 18, 2022 @ 6:15am 
Well thats it
It doesnt show up in my mod manager if i subscribe to it x)
sry im not sure if im doing sth wrong or someone else had this problem before but yeah i cant activate the mod
Mertius  [author] Aug 18, 2022 @ 5:18am 
@Captian Rekt OH! OK! Well, it should automatically start working once installed and activated from the launcher.

It will either start working with a new campaign right away, or should start kicking-in and adjusting new, recruitable soldiers on existing campaigns at the start of your next month. Note: Soldiers already in the recruitment pool or barracks shouldn't be affected, so it can take time for it to start having a noticeable effect on existing games.
DdaY Aug 15, 2022 @ 11:28am 
I dont want to change it i meant activating it :)
Mertius  [author] Aug 14, 2022 @ 11:34am 
@Captian Rekt Hey, sorry, when I made this I was aiming to make this as lightweight and low-conflict as possible, so I didn't add in anything for menu options. The only way to change the options is by directly modifying the .ini file.
DdaY Aug 11, 2022 @ 1:45pm 
I cant find these options in the advanced options before launching new campaign, nor in the MOD Config manager or anywhere in options
Mod is enabled in Launcher what am i doing wrong pls help
Mertius  [author] Jan 16, 2022 @ 4:40pm 
@PrivateOwl Glad to hear you're enjoying it!

As to your question, it's been a while since I worked on this, but it should be possible. The only problem is that, if I recall correctly, adding additional stats would require modifying the script itself, re-compiling, and re-uploading. This is something I'd like to avoid since I believe this would put everyone back to the default settings as well. I'd need to check to be sure, but I don't believe it's something that can be done with just a quick .ini edit for example (unless the stats were already accounted for in the XComNCE.ini file).
PrivateOwl Jan 11, 2022 @ 10:35am 
Hi, big fan of this mod. One quick question: is it possible to add additional stats to randomize, such as psi offense? Thanks!
Mertius  [author] Dec 20, 2020 @ 8:27pm 
@A LEMON Apologies for the delayed response. IIRC, EladDv's Second Wave Reborn had an epigenetics mod which did something similar to this for enemies. I think he also joined a team to make a Second Wave Plus, which may have it too! :)
NopeTooFast Dec 5, 2020 @ 7:59pm 
any working mod around that does this for enemies too?
Mertius  [author] Jul 22, 2020 @ 10:08am 
@Freelancer Unfortunately not. Mission reward soldiers aren't normally caught by the mod for a few reasons. The only way for them to have random stats would be to progress while a HiddenPotential mod was in use.
Freelancer Jul 22, 2020 @ 8:56am 
Hi, I got a question: does this mod also randomize soldiers I got as mission rewards? Thanks.
Mertius  [author] May 27, 2020 @ 10:49pm 
@Senarin I honestly cannot say. As long as it is enabled in the mod launcher when creating a new campaign, it should work; no tweaks required.

If your soldiers' Aim, Hacking, Will, and Mobility is not being modified by default with a new campaign, there's likely something stopping it from running. May I ask, what difficulty are you playing on, and do you have any mods which alter the XComGameData_CharacterStats.ini file?
Senarin May 26, 2020 @ 2:42pm 
Hey @Mertius, thanks for getting back to me.

Turns out that it does show up under that file path. Also new campaign, I dont believe I have any mods that should be conflicting with it (i do have a couple mods not compatible with WOTC but theyre all cosmetic) is there some kind of way I can enable the mod manually by tweaking something?
Mertius  [author] May 25, 2020 @ 6:49pm 
@Senarin So, it's not showing up in your Workshop files at all?
So, Steam>steamapps>workshop>content>268500>1124885122 ?
I believe that's the right folder path for this mod... Also, while the XComNCE is the core .ini for making changes and controlling the mod, there are a few other components, and scripting, involved. Do you have any other mods active that might be conflicting?
Oh, and are you starting in a new campaign, or an existing one?
Senarin May 24, 2020 @ 9:47am 
So even though I for sure have the mod enabled, it's not activating. In fact, it hasn't even created an ini file. Am I doing something wrong?
Mertius  [author] May 10, 2020 @ 3:44pm 
@Lampros Victory! XD
Lampros May 10, 2020 @ 3:39pm 
IT WORKS!!! OMG! ;)
Lampros May 10, 2020 @ 3:28pm 
Awesome; thanks so much!
Mertius  [author] May 10, 2020 @ 3:24pm 
@Lampros Beat me to it. I figured it out too. :P I checked both mods, and logs revealed Sparks added at the beginning of a campaign are still not randomized at initialization, as early Sparks are added after this mod first runs. HOWEVER! It still randomizes the Sparks during normal checks on screen transitions. The issue is not with early Sparks.

Instead, it’s due to Trainable Sparks! This mod checks each unit to ensure they don’t have base stats before randomization. With Sparks it checks Aim, Mobility, and Hack. If even one is different from the expected, it assumes randomization occurred, and does not randomize again.

The Trainable Sparks mod buffs default hacking to 15, above the expected 10, stopping randomization!

In the XComNCE.ini, you’ll see the “Squaddie Spark Base Stats <Lvl 1 Template>” section. I'd normally advise not touching these, but in this instance, just set SparkStatHack to 15, and you should be good! :)
Lampros May 10, 2020 @ 3:23pm 
Mertius,

After further testing, I found the culprit. It definitely is the Trainable SPARKs mod. I assume Mr. Nice changed a parameter in the 2 years that I stopped playing which caused the conflict. Would you be kind enough to examine that mod and tell me what parameter I need to change to fix this? It's https://steamcommunity.com/sharedfiles/filedetails/?id=1133858760&searchtext=trainable+sparks
Lampros May 10, 2020 @ 2:03pm 
Everything else in the mod works fine - obviously regular soldiers, as well as faction heroes. I've also fiddled with turning other stat parameters on and off, and they are fine. So literally only SPARKs do not work and always get the 73. The only possibility I can now think of it is that there is a conflict with the Trainable SPARKs mod. But the mod loader doesn't flag anything new. I am so stumped. And this used to work when I used it two years ago - with the same exact mods :(
Mertius  [author] May 10, 2020 @ 1:56pm 
@Lampros That is....strange. The weird part about this is that, as long as the Spark has the base stats of 73 Aim, 12 Mobility, and 10 Hack, the mod will normally catch it on refreshing the Avenger and fix it.

The added part during campaign initialization also works to catch all Sparks. Hmm..
And the rest of the mod is working fine for you, it's just this one setting? And you made sure to turn it back on after this last update?
Mertius  [author] May 10, 2020 @ 1:43pm 
@=[NK]= Col. Jack O'Neil Np. :)

@jweller12 Lucky, my last run was nothing but Potatoes. Almost all below average aim, speed, and hack, except for one character that died to a lucky double-tap through full cover in the second mission. XD
Lampros May 10, 2020 @ 5:24am 
Mertius,

Thanks for looking into it. However, SPARK stats are still stuck in the default 73. Any other ideas? Also, what perplexes me is that this used to work fine, even with the starting SPARK mod. So I don't understand.
jweller12 May 10, 2020 @ 3:08am 
i think the RNG God loves me im getting a lot of 80 aim rookies, 1 had 14 mobility that i made a ranger now hes got 17 mob and 8 hp at sgt i cant wait until he gets implacable so he can kill and dash out of line of sight. i assigned a crappy 55 aim rookie on permanent resistance ops duty he will never see a real mission.
=[NK]= Col. Jack O'Neil May 10, 2020 @ 1:40am 
Thanks :)
Mertius  [author] May 10, 2020 @ 12:08am 
***Hello All! Quick update! Check your XComNCE.ini if you use custom settings!***

I had a little free time tonight, and a few optimization/tweaks I wanted for a while, so I updated things. Also, as an attempt to help out users like @Lampros who start campaigns with mod-added Sparks or Factions Soldiers, I made NCE a little more robust during initial campaign setup.

While not a guarantee, as long as the Spark’s/Faction Soldier’s base stats are unchanged by other mods, this mod should start catching them during initial setup, or at least soon enough that the “first” mod-added troops are randomized.

As always with these updates, the XComNCE.ini is reset, so if you had any custom settings, be sure to turn them back on. Other than that, though, just let me know if you need help with anything!
Mertius  [author] May 9, 2020 @ 10:14pm 
@Lampros I looked into this, it appears that the feature is working still, and no updates seem to have broken the mod or Spark randomization.

That said, I did figure out what is causing this! I will admit I did not anticipate a starting Spark when making the mod, so it only runs through normal soldiers on campaign creation. That means a Spark created by another mod at the beginning of the campaign won't be randomized.

Still, I have a little free time tonight, and this should be a pretty easy fix, so I'll see about putting out a quick fix tonight.
Lampros May 8, 2020 @ 6:05pm 
Ok, update. Checked for conflicts and rebuilt the config file. Yet the mod does not apply to SPARKs, even when I write "true" to the relevant field. Only this function does not work. I've dabbled changing every other field, and they all work properly. Can someone else check?
Lampros May 7, 2020 @ 9:02am 
Checked for conflicts. How do you clear config files? And which one do I need to clear?
=[NK]= Col. Jack O'Neil May 7, 2020 @ 8:56am 
Have you troubleshooter by clearing your config files? Any other mods that might be conflicting?
Lampros May 7, 2020 @ 8:51am 
I did do as the description says, and I always get the same vanilla stats. Perhaps this is because I use the mod that gives you a starting SPARK? So perhaps if I build one, I will get the correct randomized stats? And I guess the same goes for faction heroes. I get the default one every time when one is included in the Gate Crasher mission. Frustrating.