XCOM 2
Lifetime Stats
364 Comments
John Wick himself Aug 9, 2024 @ 4:36am 
causes memory leak when i use it with lw2
Aklyon Aug 3, 2021 @ 10:41am 
It says it right at the top Ruby, try reading.
Ruby Ririn Jul 28, 2021 @ 4:08pm 
this mod will mess up your game bad if you install it on WOTC.
prokolyo Dec 9, 2018 @ 3:01am 
A-ha, thanks ;)
Dragon32 Dec 9, 2018 @ 1:56am 
@prokolyo:
Read the "Tracking for Custom Classes / INI Tweaks" Discussion.
prokolyo Dec 8, 2018 @ 10:59pm 
One of my most favorite mods! Even hoped that there would be a further way to compare soldiers' stats on the soldier list for example... :(

But I wanted to ask about the hits/misses, do they take in consideration for example psi-soldiers' insanity attacks, or assaults' shots with the arc thrower, or sword attacks for shinobis? Or is it strictly for gun attacks only? Thanks.
Pocky Stomper May 26, 2018 @ 11:47am 
If you have a 21:9 screen... try this in your config:


;Armory Screen
[LifetimeStats.LifetimeStats_Armory_ScreenListener]
;Move the Panel Left/Right (negative/positive)
panelXOffest=329
;Move the Panel Down/Up (negative/positive)
panelYOffset=0




;How big the window will be (then it scrolls to show remaining stats)
armoryWidth=425
armoryHeight=410
macelharen Sep 5, 2017 @ 3:11am 
uhm...i'm getting mission kills listed for 'kills'...anyone else getting this too?
Zyxpsilon Sep 4, 2017 @ 11:39pm 
Thanks.. looking forward to installing it later this week. ;)
Kosmo  [author] Sep 4, 2017 @ 9:40pm 
Added a WotC version: http://steamcommunity.com/sharedfiles/filedetails/?id=1128399324

Please keep in mind I've barely had time to test it. Please be careful using it in any ironman games. It ...should... be fine though.

I did end up having to change more than I thought to get it all working though so let me know if you run into any issues :)
Lauren Lore Sep 3, 2017 @ 10:17pm 
@Kosmo
Looking forward to this when its updated. One of my favorites
Φ Sep 3, 2017 @ 12:27am 
Also an odd issue with the first reaper mission, not being able to get the objective to get soldiers into the area. Just doesn't appear.
Φ Sep 3, 2017 @ 12:02am 
Having an issue with targeting having this mod installed, not really sure what the deal is. Can't target enemies, the small 'barrels' with the Psionic Transmitter mission.
DERPKING1991 Sep 2, 2017 @ 5:02pm 
IF this was updated to where it doesnt causes any problem id love to use this again, i miss using this in the base before it caused crash problems.
DOX Sep 2, 2017 @ 1:17pm 
Yeh, definately something in this mod breaks scripting in the wotc lost mission, missing objectives, points of interest and cutscenes failing to trigger.
deadmanfrank Sep 1, 2017 @ 5:52pm 
I had the same bug that @untamedwolf
untamedwolf Sep 1, 2017 @ 2:23pm 
Birgadier is right. It will probably need to be ran through the new SDK for the mod. If it helps any, the issue always seemed to happen if I saved and reloaded a game while the enemy was unaware of my existance, either I was concealed, or not in their sight. This happens with any mission, not just the lost mission for me. If I don't save and load, this bug doesn't show up.
If I disable this mod and load the bugged save, the bug is gone and I can continue the mission.
TactiFelis Sep 1, 2017 @ 4:28am 
Kosmo, most likely you'll need to make a separate WOTC version mod for this.
WaKKO151 Aug 31, 2017 @ 11:33pm 
UPDATE FOR THE LOVE OF ALL THAT IS STRATEGERY PLEASE!!!
Kosmo  [author] Aug 31, 2017 @ 7:53pm 
Interesting, sorry guys not sure whats up -- i'll likely pick the expansion up in a few weeks. If anyone identifies the issue and wants to let me know what changes are required I'd be happy to post an update and give credit -- but its hard to debug without the expansion :(
Rizvanbeg Aug 31, 2017 @ 5:17pm 
@Yello Rambo I can confirm that it's bugging out on missions. Same mission as yours , it's stopped spawning script for lost ones and on other did some other weird things.On occasion after i loaded game i couldn't shoot weapon that turn.
Tested on multiple missions and saves , i can guarantee that something is conflicting with it.
Yello Rambo Aug 31, 2017 @ 4:24pm 
My game bugged out on the Lost scripted mission (never proceeded to the next stage) and this was the only mod I had enabled. Can't confirm if it had anything to do with it but I thought it was worth a mention.
José Aug 30, 2017 @ 9:15pm 
It works. I could prove it. The only thing about it is that the writing goes a bit off on both full screen and windowed mode. HOw do I post a picture to your bug report section?
Kosmo  [author] Aug 30, 2017 @ 8:40pm 
Hey guys, I dont think I am going to be able to pick up WotC for a little bit -- can anyone confirm that it still works? If there are new (untracted) abilities, let me know and I'll push out an ini change with the new names

Thanks!
José Aug 30, 2017 @ 4:54pm 
Just to lower the wordiing in the menu. Thankfully, seems to work completely with WotC
Dragon32 Aug 30, 2017 @ 3:45pm 
@Autism Simulator:
Does it need one?
IamLegend Aug 30, 2017 @ 1:32pm 
update would be nice. thanx :)
Rabid Dutchman Aug 29, 2017 @ 2:22pm 
I didn't test the combat interface, however this mod diplays correctly in the armory
Lampros Aug 22, 2017 @ 10:44am 
Will this be updated to be DLC-compatible?
Lampros Aug 18, 2017 @ 12:34pm 
Is there a possibility you can include the number of missions participated? Without that info, it's hard to determine performance.
Crow Tessen Aug 18, 2017 @ 12:30pm 
kind of weird, i subbed to a bunch of mods, and then it crashed a few times after testing,(this one included in the bunch) i unsubscribed them all, started a new campaign, but the mods still show? what do?
Zyxpsilon Apr 11, 2017 @ 12:41pm 
Both @12260 for me! This allows for the swap process to flow relatively faster as the available space is "fixed" and more importantly always "Integral". Windows can then allocate various stacks by dedicated memory chunks (strictly for their length & purpose) rather having to rewrite anything + anywhere upon optimization steps of whatever variable amounts of virtual assets produced by your highly conditional uses of specific programs.

Open Browser.. Close.. Watch a Video.. Close.. Open XCom2.. Play for awhile.. Close --- all of which can dispatch +/- memory details back & forth inside that Paging file as need be.

In a word or two -- Static settings == Consistant stability!
Dragon32 Apr 11, 2017 @ 11:18am 
@Zyxpsilon:
Is that "Initial Size" or "Maximum Size"?
Zyxpsilon Apr 10, 2017 @ 5:16pm 
To anyone claiming this mod is the direct cause of the "Under-Avenger" bug.. you're half-way right.
THIS (and many more Modded assets, btw) uses a fair chunk of runtime memory to maintain its dataset "active" & up-to-date. As such, it doesn't really matter if it is installed or not **UNLESS** your Win-OS Paging file isn't up to the task of these typical system RAM overload created by the Firaxis Engine & other stuff like multiple Mods.
I've (definitely) solved this buggy flaw with a very simple correction to the Paging MBs value. On my PC -- by raising it from about 8270 to 12260. 4000 more was enough in my case.
I'd recommend checking your own OS settings to increase the Virtual-Stack (Paging) as well.

Might just be the only rational solution to this kind of "problem".
xf100t Apr 10, 2017 @ 3:35pm 
Yeah, just want to add to what others have said. Had to disable this in order to continue playing LW2, as the frequent landing gear bug was interrupting play. After disabling this mod, everything returned to normal.
Bullyhunter77 Apr 7, 2017 @ 4:23pm 
how this can work is just if the but probably is higher than 50 it will state will hit, lower than 50 will state will miss.
Bullyhunter77 Apr 7, 2017 @ 4:22pm 
Oi, can you make a really quick change/ini config to possibly make it so that the but probably displays either will hit, or will miss instead of an extra number? By a logical standpoint, I don't think that saying but probably 60% for example makes sense, but but probably will hit/miss does. Besides, this will make the mod slightly more humorous, and let's be honest no one will actually take the but probably seriously so it looks kinda weird.
Pécho Mar 23, 2017 @ 1:40am 
If the game allow to make the difference between a grazing shot and a regular hit, then maybe not counting the grazing shots at all could be a lead.

If the game won't allow to make the difference, then I can't think of a solution either.
Kosmo  [author] Mar 16, 2017 @ 3:40pm 
@Pecho Grazing shots do count as hits. You are right that it sorta messes with the idea behind luck as it essentially means that the 'actual' hit chance is higher than the displayed one (or the one used in calculating luck).

I don't have a great solution however. I welcome your opinions.
Pécho Mar 16, 2017 @ 3:02am 
Can't found my answer, so I ask here:

In computing the "luck factor", is a grazing shot considered as a hit or a miss (or neither) ?

I'd think it is a hit (it does remove hp) but a 100% shot grazing can hardly be considered a lucky shot, right ? While a 20% shot ending up grazing is kinda lucky.

Grazing shots mess with the luck factor and I found it a problem with the wide grazing band of LW2 (that I have reduced).
Kosmo  [author] Mar 7, 2017 @ 6:24pm 
MCM has issues with LW2 (or it did last time I checked, I'm a bit out of the loop) -- that is likely it
V ! P Mar 4, 2017 @ 9:17am 
@DKATyler it works on LW2 and i only use stats on avenger. in battlefild none screenshot 2-3-4
is disable for me
DKATyler Mar 4, 2017 @ 7:57am 
May not be fully LW2 compatible. Had this mod for a long time, added LW2 and got crashes every-other mission on return to avenger. Removed it, no issues. Re-added, back to crashing.

Disclaimer:
I did add one other mod with LW2: Rookie Customization Options & MCM. Doubt that's colliding with this.
Dragon32 Feb 6, 2017 @ 11:06am 
@flakemclane13:
The INI is really well commented.
Steam\SteamApps\workshop\content\268500\634754304\Config\XComLifetimeStats.ini
[LifetimeStats.LifetimeStats_ScreenListener]
showModifiedToHitChance=false
flakemclane13 Feb 6, 2017 @ 8:45am 
How do I edit the config for the mod with the value you want less? I am having the overlap issue with perfect info as well. I want to get rid of the part where it says "but prob %" or something like that. Any help would be appreciated. Thanks!
Blooest Feb 6, 2017 @ 7:56am 
Either one can be disabled. Edit the config for the mod with the value you want less.
BDoubleDs Feb 6, 2017 @ 6:06am 
Theres a text overlap issue when using this mod with the 'Perfect Information' mod. The 'Chance to hit, but probably...' percentages overlap with Perfect Information's 'chance to hit' and 'dodge %' labels. Does anyone have a solution to get both of these to display correctly? Or hide values from one mod?
Zyxpsilon Jan 30, 2017 @ 9:18pm 
Kills == Promotion value steps.. right?
(( Just a reminder for the possibility! )) :D
Kosmo  [author] Jan 30, 2017 @ 7:12pm 
Oh you know what? I actually store kills but display the in game kills. I think I agree with you, it removes an inconsistency -- I will switch over to using my internal kill counter
Kosmo  [author] Jan 30, 2017 @ 7:09pm 
@Sky I do track multi-target/AOE shots in general. Grenades do not count as shots, but do for damage. Things like killzone/rapid fire/fanfire/faceoff all work. I honestly have not tested things in LW much, but hopefully they use the same general mechanisms as vanailla in which case it should be fine.

Also, I actually do independently track Kills. But in the event that you already have kills when we start tracking stats (installed mid campaign, something weird happened and they got erased) we start them at that value.