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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! :)
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.
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. ;)
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?
I wonder if maybe she was unlucky and rolled mostly normal stats, save for maybe one. What are her stats right now for you?
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. ;)
For some reason, randomization of statistics for faction heroes does not work... .-.
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?
Just need to try ifit works!
But probably will
Thanks a lot for those amazing returning features
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.
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
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.
Mod is enabled in Launcher what am i doing wrong pls help
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).
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?
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?
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?
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! :)
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
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?
@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
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.
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!
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.