XCOM 2
[WOTC] Solo Operative
119 Comments
Nullified Dec 28, 2024 @ 10:38am 
So after playing a LOWTC playthrough I have to say this is one of my favs, with beta strike enabled, you are sometimes faced with 25 plus enemies, with HP the length of a train.
Angry Bird Nov 17, 2024 @ 1:27pm 
Just wondering if the multiple "Fire pistol" abilities is a bug because I'm playing with long war of the chosen/another mod or just a bug with the mod itself, and if so is there a way to fix it on my side by editing one of the ini files?
Shizo Casual Oct 5, 2024 @ 5:11am 
Cheat version of this, All Credit goes to you.
https://steamcommunity.com/sharedfiles/filedetails/?id=3341243719
Delta Sep 28, 2024 @ 4:45am 
I put the operative on the first story mission with the extraction of the phial. and I do not understand how the blackmail ability works. he consistently gives 4 out of 4 kills per turn, but does not want to go into invisibility. is this a problem with the balance of story missions? or is the problem that he has a phial in his pocket? or is the problem in the mod? or is the problem in my xcom build
Medpac13 Jul 12, 2024 @ 12:19pm 
I found it here

D:\SteamLibrary\steamapps\workshop\content\268500\1700946730\Config
Medpac13 Jul 12, 2024 @ 12:03pm 
I need to remove the aging because my game is a mix between LW, LW2, and WOTC.
Medpac13 Jul 12, 2024 @ 12:01pm 
@Respect what is the number for this that's after the 268500 in the file for this?
Respect  [author] Nov 14, 2022 @ 5:00am 
@FureiruDusha - Nice. Smart way around that.

@reinhartalvaro - I've seen this as well. Since by default the character would have either a sword or a pistol, having both can cause this issue depending on the mods being used. But I believe it is visual-only, so the game should work even when the pistol isn't shown.
reinhartalvaro Nov 8, 2022 @ 10:36pm 
The Sidearm doesn't appear sometimes, not sure why
Ryn Sep 14, 2022 @ 4:04pm 
Fixed it by changing the values of the Hardcore skill and chugging 20 bandages on the operative
Ryn Sep 14, 2022 @ 2:35pm 
So, I took the Hardcore skill because my avenger got attacked by the UFO and I play with a lot of mods and I really needed the solo operator.I managed to finish the mission,but at the end when everything it's done my guy literally dies out of nowhere,it's as if he got a heart attack or something. It started after I took the hardcore skill and I have more than 7 hp on him,any ideas? I kind of don't wanna lose him and have to grind another solo operative.
Respect  [author] Sep 10, 2022 @ 8:56am 
@Rayzurr, Glad you like it. Yes, the tongue grab is total Kryptonite. Here are a couple mods made by others that might help. I haven't tested them myself, but comments from 2019-2020 indicate they should work.

There's a mod, No Full Cover Grabs which should actually make the campaign more enjoyable all-around. It requires vipers (from the base game, not added enemies) to be flanking or your solider to be in low cover to be grabbed.

Or, this mod, Viper Cannot Grab or Bind which completely nullifies those viper abilities which could make solo runs more fun.
Rayzurrr Sep 9, 2022 @ 4:07pm 
Just wanna double check because its happened a few times, but is it fully intentional that a viper landing their tongue attack is a death sentence? Mainly asking because it seems weird what is normally a like slight inconvenience of an enemy becomes Kryptonite to Aces.
Great mod tho.
Respect  [author] Aug 19, 2022 @ 5:24am 
@DeadlyKitsune I sent you a friend request. There's an XCOM mod creator's discord I'll point you toward, they'll be able to help more than I can. But I'll see what I can do.
CyberNeo Aug 19, 2022 @ 1:04am 
@respect Because I need some help with a Mod that I want to create.

Do you have Discord?
Respect  [author] Aug 18, 2022 @ 3:33pm 
@DeadlyKistune I'm decent at Unreal's "Blueprint" visual coding language. Not any good at modeling.
CyberNeo Aug 18, 2022 @ 12:38am 
@respect Are you good at modelling/coding?
Respect  [author] Jun 14, 2022 @ 9:30am 
@Shizo Casual, No problem! Thanks for playing the class.
Shizo Casual Jun 14, 2022 @ 1:25am 
@respect yeah, thank you for clarify it for me
Respect  [author] Jun 13, 2022 @ 2:11pm 
In summary, the Blackmail ability can have a visual slow-down while it checks whether the character is revealed or not against each enemy. It should work as designed other than that graphical slow-down.
Respect  [author] Jun 13, 2022 @ 2:11pm 
You mention VIP missions. I know I had huge issues with the ability not working on VIP escort missions, but I know I made mention of it somewhere on the class itself in-game. And it may have only been in the Long War 2 version of Solo Operative for the base game that didn't work. I can't recall. In fact, it's possible that the visual delay was something I coded in the WOTC version to ensure it worked on VIP missions...
Respect  [author] Jun 13, 2022 @ 2:10pm 
@Shizo, the "swapping" appearance is an issue. But it should be visual-only and not effect the end result. If your character is revealed at the end it should be because there is an enemy able to see you. And vice-versa. To my knowledge it works correctly all the time, it can just be confusing to observe. I do apologize for the graphical annoyance. Basically, the code I used at the time (with XModBase 3 years ago now, and shortly following WOTC release), I had an embedded check that occurs with each enemy, thereby causing the multi-check visual delay. At this time I'm unable to prioritize amending the visual delay. However, if you do see it actually calculate incorrectly see if you can capture it on a screenshot or video so that I can work on it. Again, I've only seen the ability work correctly after the potential multi-enemy delay. Even when I thought it spotted me unfairly I would notice the enemy that spotted me. This is most annoying on Lost missions.
Shizo Casual Jun 12, 2022 @ 10:30pm 
@respect sometime it's work, but sometime is keep swap between REVEAL , HIDDEN , REVEAL , HIDDEN then end up either REVEAL or HIDDEN on most mission except VIP mission.
Respect  [author] Jun 11, 2022 @ 3:17pm 
How so @Shizo?
Shizo Casual Jun 10, 2022 @ 6:23am 
The Skill that make you go undetected after score 2+ kill seem to be buggy
philmakerguy May 20, 2022 @ 5:14am 
Awesome, I look forward to using this class.
Respect  [author] May 20, 2022 @ 5:12am 
This mod works with Community Promotion Screen. You can use it use it instead of New Promotion Screen by default. I'll add this to the description.
Respect  [author] May 20, 2022 @ 5:03am 
@philmakerguy By the looks of it, it should work fine. Use it instead of New Promotion Screen by default. I'll give it a try when I can.
philmakerguy May 20, 2022 @ 3:57am 
Will this work with community promotion screen?
ComputerOwl Mar 16, 2022 @ 3:24pm 
Hmm I'll try it then (with the new community promotion screen)
Respect  [author] Mar 14, 2022 @ 4:58pm 
It’s not made for it (though that would be cool) so I’m not sure.
ComputerOwl Mar 14, 2022 @ 12:16pm 
Is this compatible with LWOTC?
silverleaf1 Sep 22, 2021 @ 4:51pm 
Even on the worst ambushes with several andromedons one solo operative and two psionics do quite a number on Advent. Blackmail and the hiccup skills come in very handy. And in a pinch psionics use either stasis or a guaranteed damage attack. Works very well.
Respect  [author] Sep 22, 2021 @ 6:26am 
Gotcha. I've been seeing that Alternate Mod Launcher not recognizing certain mods issue a lot on LWOTC mods as well. Can't really do anything about it. Psionics with Solo Operatives sounds powerful indeed!
silverleaf1 Sep 21, 2021 @ 7:12am 
@Respect The Alternative Mod Launcher does not recognize that if the Community Promotion Screen is used the New Promotion Screen by Default is not needed. I personally verified this in my last campaign. I am using the new Strategy Overhaul mods and the Solo Operative has a very clear role to play. Solo Operatives are extremely good for ambushes which are a lot tougher in the new system. Send a solo operative with two psionics; then aim is much less of an issue.
silverleaf1 Jun 24, 2021 @ 1:17pm 
@Respect The skill that allows the operative to regain concealment after a second kill seems to be a high level skill. I do not even look at the other options when I reach the rank where it is available.
silverleaf1 May 12, 2021 @ 11:24pm 
@Respect I am not a programmer so I do not know how easy or difficult it is to implement changes like the ones I mentioned. Mod creators like you are responsible for taking an excellent game and making it superb.
silverleaf1 May 12, 2021 @ 10:58pm 
@Respect I have a suggestion for an option with this mod. The multiple fire capability of Solo Operatives makes them too strong in Ambush missions in my opinion. Since ambushes are related to covert operations I have two possible solutions. The first is to not allow solo operatives on covert operations since super elite operatives are probably well known by Advent. Another option would be to allow additional reinforcements on ambushes where a solo operative is involved for the same reason. About the only missions where I have not used a solo operative is protect device missions. Sabotage transmitter missions are also pretty hard for solo operatives due to the time constraint. I love this mod; it adds a strategic element to the game.
silverleaf1 Apr 18, 2021 @ 12:16am 
@Respect In my best outing with the class I took an entire force that had a sectopod annihilator from the More Robots mod. I like to allow my soldiers to rest so I use this class as solo assassins; they are very good at that. The one mission where this class is not a good fit is a protect the device since one operative just can not kill the enemy fast enough. This class does a lot to make missions more varied. I use this class in every campaign.
Respect  [author] Apr 17, 2021 @ 4:31pm 
@silverleaf1, I'm glad you're enjoying the class! Makes me happy :)
Yeah, that's a good idea! I would've put it as an option for people in the code had I thought of it. I can't really change it now, unfortunately. If you want the lost to be really tough, you could do the "No Lost Headshots" mod.
silverleaf1 Apr 17, 2021 @ 1:46pm 
@Respect This class is so much fun to play!! The ability to regain concealment on a second or later shot is very powerful. On missions with the lost the ability to regain after the second or later shot that kills an enemy might be too strong since the lost are easy kills. I think a possible option might be to make lost kills not trigger concealment an option for this class. I had two missions with lost where there were more than 90 kills that I completed with this class. Your thoughts?
Nero Mar 31, 2021 @ 1:13am 
...proceeds to use commanders choice on HUNK to be solo operative class
Respect  [author] Jan 4, 2021 @ 6:54am 
One more Optional thing...
While you're inside that folder, you may want to change the file XComClassData.

Everywhere it says "eStat_Offense" that's Aim bonus when you get promoted. If you leave it the way it is and remove the age penalty, your soldier will have tons of aim, because it's balanced around losing aim each deployment.

So you may want to save eStat_Offense as 1-3 rather than 9 and stuff.

Have an awesome playthrough. I look forward to hearing how it goes :)
Respect  [author] Jan 3, 2021 @ 5:48pm 
Sorry to be more specific, change:

AimLossAtStart=-3
to
AimLossAtStart=0

Removing the whole line will make it not work.
Respect  [author] Jan 3, 2021 @ 5:46pm 
@Axios2002 Good news, I tested it and yes it's pretty easy to change.

Go to the folder/file shown below. I think I renamed my steam storage "SteamDefaultStorage", so I'm just showing you what mine looks like. Yours will be the same starting with steamapps.

D:\SteamDefaultStorage\steamapps\workshop\content\268500\1700946730\Config

Inside the Config folder is a file named: XComGameData_SoldierSkills
Open it up (it will probably open in Notepad).

Look for AimLossAtStart=-3 and change it to 0. Then you're good to go! You can even change other abilities.

Save and you're done!
Axios2002 Jan 3, 2021 @ 12:49am 
Lets say I wanna try making a "solo run" just 1 character going to all missions, using this mod, how bad is that aging effect gonna be? Is there any way to remove it? Because I really dont like the idea.
Respect  [author] Dec 15, 2020 @ 11:06am 
@BlazinHothead I really don't know. Can't test it right now. Might have to hold off on using them with this to be safe.
BlazinHothead Dec 11, 2020 @ 8:38pm 
Does this cause problems with Doomguy and Duke Nukem mods like the Knight Bishop Rook mod does?
Respect  [author] Sep 24, 2020 @ 11:38am 
Nice~!
silverleaf1 Sep 24, 2020 @ 10:30am 
@Respect I made an edit in the ini for the class that changed it where I get one in the early going but to get any more I must train them in the GTS.